#dedicated-servers
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Is game hosting really that garbage nowadays?
its 50/50 coinflip on nitrado some server work perfect some are just garbage and problem everyday
there are lot of different providers with varying price and service quality and hardware use skils
Is there still no solution for the server that stop working after you exit the game when you run it on the same computer as you play ?
bc nobody knows that u must buy extra for better ram haha
not currently apparently, appart from some weird binding workarounds
tried them all, kinda sucks nothing works..
on that server hosting who @deep turret send is writed *Plans provide uncapped RAM. Only player count is limited
Eh fair enough
Ain't that hard to just slap ptero or pelican on, but somehow I do find game hosts that struggle with that
so dedicated servers become worse after 1.0?
Oh yeah definitely. Experimental dedicated servers definitely did not have issues whatsoever /s
Just wait for a patch tbh
apart from desync issues (removing foundation does not remove it visually sometimes, sometimes cant pick stuff up as if it was not there, painting issues, vehicles resetting) and some config options resetting
it works great for me
do you run the server on the same computer as you play ?
no on a 7700 ryzen, 4 cores (well threads actually...2 actual cores) of it in a windows VM in a server center
you must be joking right ?
are we people who helped find the workarounds for update8 a joke to you ?
it definetely was a pain in the ass
...
sarcasm
oh thank you
1.0 is more reliable than update8 tbh, just that the options are buggy (but only the options mainly)
and still i have 15 tick rate in tier 7, maybe i need to change network quality or change configs such as engine.ini lol
few things that might still not be separated per client
I think I heard my colleagues say that if you use "custom" paint, it then applies it to all players for further building
didnt try myself but heard they said that
few other similar things I dont remember now
minor things, nothing game breaking or too annoying
bugged options may include currently :
- ip binding (even when no special binding, fail to bind correclty unless you set workarounds)
- port setting (yes it will set the correct port for the set bind, but not for the other ipv4/6 stack)
- network setting (in server manager but does not save unless you trick it into saving it)
- .ini files (does not create by default need tripping by console quit for default creation)
- still does not know how to let client game report that it's not crashed but is simply loading, which lead to timeouts
Hey, i have installed a dedicated Server on Windows with the SteamCMD, i can reach it from another PC in my Network with the ipv4 adress, but not the ipv6 adress. i need the ipv6 for my friends to reach my server. the error is: "Not possible to reach server api"
Any Ideas how to fix it?
i use 4netplayers personnaly never any issue on any game and very cheap
do you have settings for .ini files by any chance?
unfortunately some issues make the server fail to bind correctly to both ipv4 and ipv6
you want to ask it to bind specifically to the ipv6 address
#1284813963133194341 message here some helper script (for Linux)
okay, i will try this
it depends on what you want to setup
there are options for unsupported player max count, unsupported network bandwitdth settings, unsupported tickrates, increasing timeouts timers, disabling world streaming
Something tells me 120tps is not gonna last me very long
Yep
yes
i have a dedicated server for 2-3 folks, but performance is not great
maybe issue in my Intel i7-8700, but maybe i can make game more comfortable by tweaking configs
if you have enough ram in the first place you can try disabling server streaming
people say it increase cpu usage but it's a fake problem, it increase cpu usage because the cpu can more easily process more work, which is what you want
apart from that, no other settings will affect performance significantly
and dont expect miracles from this one either
the most impacting thing for performance, is the environment/machine in/on which you run the server
is 10gb enough?
wait, what server streaming?
this is completly overkill
also server world streaming does not have to do with networking
they actually say 12gb minimum and 16 recommended
but I also have yet to see more than 10 used
tier 0 moment
a feature to decrease RAM load on early saves, by not loading the whole world, only parts that player will access eventually
on any big save it is useless, and as the world need dynamic loading (that's the "streaming" part), it can cause performance issues
better have overhead than fully utilized.
Sorta. For Satisfactory you need every single bit of CPU you can use
As literally everything is on a single core
it grows with save size
what option is that?
dont see anything in "stream" in search in the dedi/config wiki
And the problem is that most people do have that single core fully utilized by satisfactory at later stages, so w/e gets you that bit of perf back is good
I would say that unless you are very interested in the impact it may have for you : if you dont know what it is, that means you dont need it
oh I guess either they changed the requirements, or I was looking at the fandom wiki back then
now its:
Minimum of 4GB (Linux), 8GB (Windows?), 16GB RAM may be recommended for larger saves or to host more than 4 players.
so yeah, sounds about right when I was checking my usage on windows
I want to know all options ๐
-ini:Engine:[ConsoleVariables]:wp.Runtime.EnableServerStreaming=0
I dont know if it works as launch argument
but anyway it gives you the path
cool thx
That's 0 by default anyways
UE docs
that's UE default, not Coffe Stains satisfactory default
And just checked my server too
Basically fresh install and it has that setting set to 0
^
linux ?
I'm on linux
hm
so they didnt go with it then
you really fully fresh installed ? no setting in .ini ?
now im able to reach the server with ipv6, is there a way to bind the server with -multihome to the static ipv6 instead of the dynamic?
The only thing being set in engine.ini
[/Script/FactoryGame.FGSaveSession]
mNumRotatingAutosaves=${NUM_AUTOSAVES}
[CrashReportClient]
bImplicitSend=${UPLOAD_CRASH_REPORT}
[/Script/OnlineSubsystemUtils.IpNetDriver]
InitialConnectTimeout=${INIT_CONNECT_TIMEOUT}
ConnectionTimeout=${CONNECT_TIMEOUT}
[/Script/OnlineSubsystemUtils.IpNetDriver]
NetServerMaxTickRate=${TICK_RATE}
LanServerMaxTickRate=${TICK_RATE}
[/Script/SocketSubsystemEpic.EpicNetDriver]
NetServerMaxTickRate=${TICK_RATE}
LanServerMaxTickRate=${TICK_RATE}
[/Script/Engine.Engine]
NetClientTicksPerSecond=${TICK_RATE}
Otherwise it's all the defaults that satisfactory makes
I would arg it's good then forget that setting maybe
I never changed that option
and I have clean steamcmd install
no server manager or anything
then forget that setting
Coffe stains said themselves they would go with upstream patched world streaming for 1.0 that's why I thought it was enabled by default
along that it use way less ram when just starting
but if they didnt enable it it's great
well they also said they will set the new interactive console as default on next update after 1.0
and they didnt, still need -newconsole
๐
I was arguing for not world streaming servers back then
hi can somone help me with my background service? it wont work but i have no clue why (german)
wat are you specifically talking about by "background service"
running it as a service on my debian server
how does it "wont work" exactly ?
gives me an error every time
gotta say what the error is ๐
Check /home/steam/Steam/logs/stderr.txt
maybe you dont run the steamcmd with the steam user?
just found something similar on reddit
09/16 10:53:39 /tmp/dumps: is not owned by us - delete and recreate.
09/16 10:53:39 /tmp/dumps: could not delete, skipping.
09/16 10:53:39 minidumps folder is set to /tmp/dumps01
09/16 10:53:39 Init: Installing breakpad exception handler for appid(steam)/version(1726260406)/tid(6791)
i specificliy installes steam cmd with the steam usr
if i run it manualy it will work is really have no clue
in your .service
you have
User=steam
?
ye
can you show us sudo systemctl cat satisfactory
might also be no space (but if you run normally fine then I guess not)
1 sec
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
ExecStartPre=/usr/games/steamcmd +force_install_dir "/home/steam/SatisfactoryDedicatedServer" +login anonymous +app_update 1690800 validate +quit
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh -multihome=0.0.0.0
User=steam
Group=steam
Restart=on-failure
RestartSec=60
KillSignal=SIGINT
WorkingDirectory=/home/steam/SatisfactoryDedicatedServer
[Install]
WantedBy=multi-user.target
guess 0x206 might be wrong user
0x202might be no space
but cant find 0x204 on google
it throws local errors too which is weird ?
ye but it crashes
I mean I dont have any, but my server is set up to us utf8
so /shrug
can you cat /etc/locale.conf
can probably set it up with
sudo update-locale LANG=en_US.UTF-8```but that should not be an issue
what does findmnt -t tmpfs /tmp output ?
what linix dist are you using?
everything similar I find
either wrong permissions
wrong user
or no space
so ?
and permissions i have no clue abbout ๐
it complain for when it want to write to /tmp
yeah that looks suspicious
I really wish more games were designed to take advantage of multithreading.
I have a 7950x with 16 cores and 32 threads that's limited to only a fraction of its potential performance capabilities.
(I'm joking, but I do sometimes write clear in discord after sending a message)
ahh _D
Honestly there are some things that could be fixed by at least moving the networking to a separate thread
do dedi servers pause when no players?
It should be by default, but you can change it ingame
๐ฎ
they said its not completely single thread
but the main game stuff is on one thread
like many other games
it's also limited by UnrealEngine architecture
old source games are not much different (guess the csgo one did improve it a bit, or source 2)
and doing multithread things is more complicated, a freaking lot of devs do that wrong
does someone have a fix or realy good tutorial for me for seting up the whole thing?
need some pot brb
if you use container ask about the container I guess
I only know direct environment
maybe there are some bad things going on in container /tmp access
or i just use screen ^^
or maybe you are trying to bypass the container
True, but it's 2024 and I'd like to see networking related stuff like the api not be tied to the server's tick rate
would be nice
either you use container or you do bare install, but you can not do both unless you setup your own container fresh
nah i need my containers for cloude and stuff ^^
would be nice if there was a turnkey for satisfactory server ^^
there are
rly*?
yes
oh you have a link?
Did anyone find out where the server stores the API-Key you generate via "server.GenerateAPIToken" ?
Anyone tried writing a prometheus metrics exporter using the new server api?
I mean yeah, Satisfactory does use multiple cores every now and then. Saw some spikes up to 160% CPU so it's doing stuff
You can even see satisfactory spawn and kill subprocesses here and there
if your question is too much custom specific then go https://discord.ficsit.app/
Would be interesting for the average tick rate
idk what interesting statistics we can export from the API
the average tickrate is already showin in server manager and documented
not sure if windows is maybe better than linux on using other cores
I know in old source games, in linux it stricly cant use other cores
but on windows it puts networking in another
but thats old 32bit engine/srcds
UE might not have it same, I guess its more 64bit
Exporting via prometheus lets you make fancy historical graphs ๐
Yeah, but for prometheus you can monitor the tick rate overtime
So you can look out for dips
Could even set alerts if tickrate falls below 50% or something
I said its documented
some script already exist
if you want to go beyond just go on mod community
thanks but i ment a pre configuted container for download ^^
They don't have to, but yeah
Prob a lot more development-oriented folks there
did you read the https://satisfactory.wiki.gg/wiki/dedicated_servers
I mean yes, they have, this is not a thrid party api use support channel here
Check the docker portion of the dedicated servers section in the wiki
yes my config is from there but it doesnt help ๐ฆ
you asked for LINKS
its in the page
oh i'm sorry diddnt see this โค๏ธ
they asked for premade ones
Hey guys, I am having trouble making an external connection to my dedicated server on ubuntu.
-The server is running
-Port 7777 is forwarded and open according to yougetsignal.com, UFW allows both tcp/udp. Server is listening.
-My only start parameter is -Port=7777.
Do I need a multihome parameter?
do you have a home server or a rented one with a fixed and reachable ipv4?
home server
do you can reach the machine via ping?
yes
how did you test external connection ?
anyone having issues on windows running multiple satisfactory servers?
do you run the Server via the docker container?
technically I'm able to run multiple, but as soon as someone leaves one server, it crashes both servers with a socket error
not running in docker currently if you're talking to me
The server sits inside a separate VLAN and I'm trying to connect via the public ip and port inside the game
i meant quintus, i cant't help you with windows ๐ฆ
no
Time to run it in docker o7
mark his words haha
what public ip then, the one of the whole house ?
then it isnt really public, or am i wrong?
Yes my public ip, and connections for 7777 are forwarded to my server machine, is this incorrect?
the problem is we have very little detail on your vlan setup
any trick to having the server not pause when empty?
you should use local ip when connecting from inside network
Change setting ingame
mate has anyone had any trouble starting a server with g portal or anyone else? none of them work atm
public ip will have varying results depending on how good the networking is on the router
this should do it
the only real test is literally connecting from outside
or you setup dyndns with a domain, worked for me
not working. Using the EGS Dedicated server if that matters
I also have a hostname with noip and a service running to update it on my machine, and I cannot connect with the hostname either
this have nothing to do with networking, and have still the same exact issues depending on what address is returned by it
You need to open TCP 7777 as well
true that lol
the dns address will just return your public address, this is no change
no firewall
true
its a server + if i open vpn it works
I'm at a complete loss lol. By all accounts it should work
ok will try
bruh
#dedicated-servers message or use local ip
Do a test by doing curl -k https:// public_ip:7777
remove the space
Cause automod doesnt allow links
whoops put local instead of public
no you had it good, put local instead of public
unless you are literally from outside which you have no choice
Test from LAN then test from WAN
Or by tossing it into a web browser, which might be more accessible to most people seeking assistance
nope, because joining wan address from lan is a trick, which is not handled correctly by all routers
Then you can just do this on mobile data and test that way
But yeah it does depend on your router
then they would need to know how to circuvent certification errors
That's fine
That means that epic is trying to serve a cert to begin with
Which means you're reaching the server
Only need to differentiate between a cert error and a timeout
What's not good is if your connection just times out
Not like they need to actually see the error response from the API handler
fair
Hello, yesterday in my dedicated server, I have issue items slow in mk2. I don't know if this issue is meeting by my server performance (ram was ok, network was ok), my pc or dedicated server knowing issue.
Do you have meet issue like that ? (Item is hard slow and lag)
Hey! Im trying to make a dedicated server on ARM ubuntu 22.04 but seems complicated to install steamcmd, anyone can help?
I have experience with linux, but not steamcmd, could you link whatever guide you used?
arm is not supported by satisfactory, is not supported by steam
and steam is not even supported by box64/86 virtualization layers
There is not a guide i could find... thats why im sking for assitance. I have read using FEX, but im stuck since i have it installed and cant install steamcmd either
Some people had made it
where do you see written that is easy, supported, and that it use the steamcmd basic install guide ?
Yea not sure how much help I'll be, never used ubuntu before and im a bit spoiled by AUR ๐
Where did i said its easy? im asking if someone who made it already can help.
What I mean by that is that you are coming asking for common guide on how to do something that is obviously a hack and not generally guided at all
have you looked at this? https://github.com/FEX-Emu/FEX
Yes, i have FEX already on the machine
alright lemme do some research rq ill let u know if i think i can provide decent guidance
Ty so much
tldr do not use steamcmd
likely build a container on x86-64 machine, then run it once installed on box64
I will say that one of the resources linked in the reddit post u sent claims that the server crashes when placing conveyer belts, and that they have not found a fix
so not sure how worth it this might be
it's like mods, even if it's possible, here it's the official discord channel for the dedicated server, not the hack hub
Installing is likely the easiest part of the process to run it on a different architecture.
yea i think its a lost cause until someone finds a fix for that crash
Which is not to say itโs easy, but that what follows will be even more difficult
are u trying to run the server on ur own hardware? or are u using a hosting service
I was just using this because oracle give it for free
bc it might be worth switching to a different host if ur not using ur own hardware
nvm this answers my question
do u have an old computer lying around? u could try setting up a server on ur own hardware
not easy if u have no experience hosting ur own servers but not too hard if you do your homework
I have some other pc, but i dont want to have them running 24/7
understandable
I keep getting this error and the server crashes:
LogServer: Error: FMultiBindDatagramSocket failed to read data from underlying socket Unreal: SE_ECONNRESET
also some ISP's dont like people hosting their own servers
not sure but i can tell that its a networking issue
yeah it's really weird, just started today
i have some hosting provider for my webs, but nothing that can handle a server
u shouldnt need crazy hardware but def a lot of RAM
getting the same. hosting on a DS when anyone leaves it kicks everyone and starts showing as offline and that error comes up in the console.
havent read the whole thing but this might help https://questions.satisfactorygame.com/post/66e08561772a987f4a8a9d67
Yes, but its just hosting service, no dedicated machine
Using hostinger
yea i would recommend setting up your own machine to host it, its free and usually runs better than most hosting services, but obv u need to set it up urself and maintain it urself so not the most user friendly method
I found the pinned messages DOH silly me.. But it doesn't really tell me were to reset it on the faulty pc.
Its more about the money than the diff or the maintenance. Electricity is pricy here
understandable, then yea i would go for whatever's cheapest, which in this case might be a hosting service
u would prob want at least 8GB RAM for satisfactory but dont quote me, havent set up my own server yet
But since its only for my friend and I, i dont want to buy any hosting. So thought i could use the free oracle server, i already made a minecraft server there and thought it could work
the one i have has 16GB
We do love OCI out here
looking into AWS now, might be a good option
I love getting a $2k bill for a satisfactory server
nvm it makes u put payment info to make an acc, which is a bit far for me
its not like i think amazon will scam me, but i dont want to accidentally pay for a service i dont need
Dont know whats that
yea not sure what the best approach is for ur case, i would always recommend self hosting but obv thats not for everyone
did u solve this
I have an old laptop with 64gb Of RAM and a rtx2080 with an i9-11xx. but dont know if its worth having it run 24/7
If you can somehow disable the 2080, maybe
i would try running a cpu stress test for like 10 mins and check the battery before and after
yea that might be good too
Dont think you can config th max-q
Damn
a lot of gaming laptops have a switch
i think its called a MUX switch?
but if possible yea disable that and use integrated graphics
That's for the more expensive laptops xd
damn
Well.. its cost 3.7k
yea never owned a gaming laptop so idk
almos the same as my desktop
Well shiiii I'd double check
My cheap lenovo laptop has a MUX switch, I think they're quite common now
Nowadays yea
its from 3 years ago
I've had it for 3+ years
but yea i would try and see how much power it uses and decide if the energy usage is worth hosting the server
I believe so, I set bindings to a single IP address instead of 0.0.0.0
seems that error is showing up as it kills the UDP port when anyone leaves the server
๐
ah, not sure what the fix would be then
Yep, tried bouilding a desktop and could not
so i went for a laptop
nope I didn't solve it
EVGA got my back ๐
i have only ever used arch (which i would not recommend unless u already have experience with it) but i know one of my buddies always recommends POP! OS to people with little linux experience for hosting servers
just created a server on linux and it doesn't appear to be doing that, but windows does
now i have the desktop, with a ryzen 9 7950x3d and a 4080 super
could be windows firewall
W specs
Went with 7800x3d myself because I don't want to be dependent on microsoft's scheduling update whims
i've always gone intel but my 11900K throttles under load with a 3 fan AIO lmao
I mainly use the computer for blender and UE5 so its neat
well 2 fan radiator but i have 2 fans on top 1 on bottom
I use a 3fan radiator
As long as you avoided that whole 13th and 14th gen garbage fire then I'd say you're chilling
I use a 420mm AIO for a 80W CPU.
yea its good for my use cases which is just various compilation tasks and blender
Well it really was for my old 5950x running 250W but now my 7800x3d runs with such little power that the rad is practically useless
yea i use a 240mm for a 125W cpu lol
technically can run at 5.3GHz but i have it clocked at 5.0GHz
I'm sad that my CPU is capped to 5GHz
no OC?
Nop
I oc'd my 5950x and it was fun
also since we're in this channel i might as well ask
how easy would it be to set up a satisfactory server over SSH
at school rn so might as well while im not doing anything
on Arch
ooh looked like theres a satisfactory server package on the AUR
whats that
Just change your ssh port later when you have access
how do i change ssh port?
Hi, are dedicated servers stable and easy to work around in the current state for IT newbies ?
Not really, but there's loads of information available both here and on the wiki
Like, getting a server up and running shouldn't be too bad
But once you get into firewalls and port forwarding, it's a mixed bag
aaah, cant wait to get home from work to grow the factory! On my dedicated server! (Edit: realized just now this was dedicated server chat)
Me when i'm not able to drive any vehicles because if i do i just disconnect from the server

Has anyone encountered errors on MK and items that hang or are slow ?
Hi, anyone knows a good server renting for SEA?
Does dedicated server need a good HDD?
Ok, are there any settings I can play around with to maybe stabilize the dedicated server? I'm running on a Hetzner dedicated cloud VM, but it seems like the CPUs of those aren't up to snuff to running Satisfactory servers, as when I'm exploring the enemies rubber band hard making it almost impossible to fight them
I am using the same provider, but everything is still smooth. Maybe network quality setting?
Also maybe our save is still very light could also be that
Check the tickrate in server manager
mh, that problem was since starting the game almost
has anyone installed a server on arch
avg tick rate is 11
is it your pc ? because poeple here have reported if you do not go through the right connection menu it will show this error ?
I am on CX32 with 30 tickrate
only for satisfactory ๐คฃ
Oh, so shared vCPU even, not the dedicated one? I'm running on CCX23
Are you using the docker image? / Did you change any settings from the base settings?
nope, just a clean install using steamcmd on debian 12
didn't change any settings that matter for performance
well
that means somethings up with my install
imma try around, thx for the info ^^
Pull up top and send screencap
Maybe you're hitting a bit of cpu steal
Theoretically CCX line shouldn't have any, but you never know
don't quote me on that but from my long term usage of hetzner, I am pretty sure you really wanna still go for Intel when going to host a game
It is just from experience using Hetzner, not something I can back up with proof
For CCX, maybe you can ask them to move you to their 9654s
For the VPS the intel shared vcpu is better than the amd shared vcpu that's running on epyc 7002
But that also kinda depends on exactly what xeon gold they're using
I'd say just try rescaling @raven gull to the same plan I am using currently and see if that helps
But the dedicated vcpu should be better on average
ye imma try that first
Currently when someone is on a server, the cpu usage seems to be very evenly spread out, so the 4 vcpus could be outperforming the 2 dedicated ones
are rented servers working well ? might just rent and save some energy
how far into the game are you / how much did you build already? So i can have a sense of scale to my save
Early phase 3
No its another computer I have 3 machines and 1 server All seperate . 2 work no problem but 1 just doesnt want to connect and giving me the API issue.
This is what appears on the server when it tries to connect
[2024.09.16-13.15.46:606][ 3]LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
[2024.09.16-13.15.46:607][ 3]LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
If I change the port on my firewall and change it on a working PC and I get the Sever Security Warking but not on the one that isnt working
is there a way to make the sever reset eveny 5 hours then the interval hours ?
Check tick rate
Set network quality to ultra as well, at least so far I had no issues with that
yep thats what i was tinkering around with before, didn't think the VM was the problem
It should make everything even smoother at the cost of a bit of cpu
thx for the help ^^
you are welcome
Thanks everyone for the help, I was able to get the game up and running. I was confused on how ports work ๐คฃ
Anyone else have issues with sparkedhost declining payment? I've tried 5 different cards and every single one is declined.
You should contact their customer support
steam can run on raspberry, but might be trouble ๐
I wouldnt expect the game/server to run in it ๐
managed to run a source game on it, but the physics were all messed up and then it crashed ๐
is there a way to make the sever reset every 5 hours then the clock time ?
Is there anyway to disable to auto server restart? I enabled my own custom cron schedule to restart the container, but even after setting the restart interval at 0:00 the server still restarts evert 24 hours. Any idea how I can force this behavior to stop?
nope, one Coffee guy here said its mandatory (actually you can with a lanuch parameter #dedicated-servers message)
What does the interval even change then?
Hello I looked at the pinned message for the API setting I need to reset the certificate on one of my Computers doesnt anyone know where this is located for the Satisfactory game
0:00 should be midnight, its not using my timezone America/Denver
It's prob UTC+0
Anyone else have problems driving vehicles? E.g. explorer, sugar cube. Me and a friend randomly get kicked from the server or the game crashes. Sometimes takes just a minute other times 10 mins or not at all.
I had default 24:00 and it was my 00:00 on the server
changed to 06:00 and now its 06:00 on my server
while I have CET time on my server, which is different than UTC
windows
Contacted shockbyte support. They said my card is being declined due to "Fraud chargebacks for buyer's IP in last 90 days" which is BS. I have never issued a charge back. Anyhow, is there a way to access my save file or is that stored on their server? They say there is nothing they can do to continue my trial or allow me to purchase from them? My only option at this point is to move my save to another service.
Save is stored on the server
Alright. PSA NEVER USE SHOCKBYTE
I'll forward that to their team ๐
Self-host ๐คฉ
How do you change the server restart time?
Tell them to go fuck themselves while you're there lol
Read above
Aww darn the guy I knew worked at shockbyte doesnt work there anymore I don't think
#dedicated-servers message
but around that time he also explains that you should restart every day at least
explanation: #dedicated-servers message
is there a way to make the sever reset eveny 5 hours then the clock time hours ?
Cronjob
Set the restart time flag to a high number and instead restart the server using a cronjob/scheduler
Thank you!
Anyone know how to fix cannot connect to server api
that is usually TCP not being open
what is cronjob/scheduler
linux version of task scheduler
lol its on windows
For windows it's Task Scheduler
ok..
just I guess with manual restart if you just kill it, it might not save
if you kill it during save, bad
unless you gracefully do it somehow
it will not notify anyone its restarting
create a Powershell script that shutdown the server and then starts it back up
that what i was thinking
you can have the pS script read the log file to see when the last save was done
That's what I'm trying to figure out how to do. To have the dedicated server software gracefully shutdown, then restart the VPS, so it can all come back on line in sync.
my server now that we're getting bigger is needing to be restarted about every 12 hours, or things start getting out of sync.
Is the Blueprint library shared with all the players and can all the players contribute to the Blueprint library?
API? Is that the console in the satisfactory client on my computer?
then use a task to run that on whatever echedule you will need
then seems like way to much work then just turning it off and on lol
was hoping there was a console command or a think in the files where u can set more time for it to reset or to set a time to reset cos not once have i used the sever restart interval cos i shut sever down when im not using it
Is there a way to do that automated?
no it is apart of the satisfactory server
That would be the console manager in server manager?
automate restarting the server gracefully, yes
Thank you for helping btw.
no
That would be on the Linux server side then?
in the install directory of the game is the api documentation.
{install dir}\SteamLibrary\steamapps\common\Satisfactory\CommunityResources
to be clear this is the game not the dedi server install
ok, I'm there now. Looking at it.
Thank you for helping!
if you give the api documentation to copilot or chatgpt it might be able to creat the script for you ยฏ_(ใ)_/ยฏ
no problem
hmmm really?
yea, it is possible, or might get it close enough
I'm not saying I used bing to build my website, I'm just saying it's better than it was...
๐
LOL, I used it to help write a scipt to make backups of the save directory. cause i was lazy and didnt want to type it
there any writeups of "known issues with dedicated servers" for satisfactory? I've got a dedicated server running under linux/docker, 16 gig RAM limit, 2 players on the server, and we've found it being glitchy occasionally- sometimes issues with items not transferring correctly between box/inventory, sometimes issues where things we destroy in-game stay there as ghosts.... we can see them, we can't build over top of them, but they're not really there.
Restart your server more often.
mebby there are some common tuning parameters known to help things?
We had those problems as well. The people here are helping my ignorant a$$ to figure out how to do it automated.
oof, ok. I already set up a daily server restart
there are also weird issue with the save file that can cause stuff to , but more lliekly the server needs restarted
We're going to attempt to do a 12 hour restart cycle.
We also have about a dozen people using it.
gotcha
I mean for me it usually fixes if I simply log out and reconnect to the server
but they still work, so not a big deal.
yea that can do it to, sometimes the client doesnt pull all the info down
which implies a likely culprit is missing messages between client/server
the fact that there's still UDP being used in the server protocol seems a very likely culprit for that
yea, udp isnt the best for that
but.... it also seems like restarting the server causes the issues to happen less frequently
yea there are definitiely issue with the dedi servers
Thank you everyone, this will take me awhile to digest the documentation to figure how to do this.
There are commons one we see in this chat a lot. the biggest is the server locking up or freezing after the last person exits the server
Why server lags when anyone travel around the world? (Ping increases from 30 up to 400) (Nothing is overloaded, enough free ram and CPU is on 30%)
but I figured it was worth asking if there were any known tunables to adjust that might help reduce the glitches
this depends on so amny details. but likely the server needs restarted
Server is working like 10 min
yea, I am waiting to see what CSS says about the dedi servers since they are suppose to be 100% supported now rather than an afterthought
huh ?
ok, ty for the info!
I restart server, go travel around the world and ping go ๐
Ok as an update for anyone who is thinking to try out shockbyte using their trial, there is no way to extend that trial. If the trial expires and you haven't went in yourself and downloaded your save file, it is GONE with no way for them to recover it. Even if you pay them to upgrade after the trial, your save is just gone. Fuck shockbyte.
OUCH!
Well, it's less money to pay them than it is for me to host through IONOS and do all the work myself.
The IONOS server is nice though. I can do anything I want with it.
There inlies my problems...
is anyone else having lots of issues when dismantling or recoloring or really doing anything with static objects like walls or foundations?
any objects created in previous sessions, if I try to dismantle them, it looks like they're still there until i leave the game and rejoin
it's super annoying
happens to everyone on our server
If your talking about the restart in the server manager settings that's a clock not an interval. Just fyi.
i dont know if this is the right place to post. i have problem with connecting to g-portal server.
copied IP and port, make shure that server is online on the dashboard but gamve sasy "this server appears to be offline"
i have turned game on and off few times, was waiting at the server manager menu for 10 minutes
what timezone is that clock? ours said 24hrs
I have 3 machines and 1 server All separate . 2 work no problem but 1 just doesn't want to connect and giving me the API issue. I dont want to have to format the computer for this ... problem there must be a solution
I think it is just dedicated servers in general. I have mine on my own PC and it also said the same thing ๐คทโโ๏ธ
but it restarted at 8pm eastern us
but it seemed like roughly 24 hours after we had started the server
udp does not mean you can't have safeguards though
it just means it must be handled, instead of ignored/managed/builtin the transport layer
The same as the server time. So 24 hours = midnight server time.
for gportal make sure you are using this IP and Port
it's a hosted server, so i guess i'll do the math and adjust the time so it's not in the middle of our peak hours
it's on indifferent brocolli and supposed to be hoste in NA eastern time zone, but it definitely wasn't midnight when it restarted
steam is known for NOT running on any arm
thanks, but still same :/
because it have requirements for old x86 code/libraries
then the server isnt running or it is being bloxked outbound for you. probably need to contact gportal
well I ran it on my raspberry few years back
surprisingly even source game started up, but super low fps and weird physics (pretty much expected)
well it did
the arm TwisterOS should have it preinstalled
EDIT: well I guess thats through box86 emulation
Does running satis off a dedicated server fix crashes related to playing just p2p?
is there a way to set the time to restart the server (so like fixed hour for example 04:00 ) instead the slider setting (its confusing that slider) ?
How do I take my local saved game and port it to a dedicated?
what file do I need to copy over
that is THE time!
not interval
and yes the description is misleading
very
24:00 = midnight server time
ugh i just hit that error when i reconnected to my server, i was given a new character instead of my correct one. I really hoped this bug was solved for 1.0 but it looks like it isn't.
your previous pioneer was determined to be inadequate. please do better with this one. -- FICSIT
lol actually yeah it doesn't look like i had that bug. My guy just DIED while i was away.
yet another question about failed to connect to the server api, any idea why I get it on Ipv6 but not Ipv4?
does anyone know what would be a lighter load on a hardware? I have a laptop (which is what I would play on) and a PC (what i would host the game on). I could either set up a server using steamcmd on the PC, and then run the game on my laptop. Or, I could run the game on the PC and them stream it to my laptop.
Im debating which would have a lighter load on the PC (and to some extent on the Laptop too)
i guess a trial is called a trial for a reason
but damn the most advertised mc server hoster being so bad? lmaooo
tbh backups are backups, but yeah that sucks, they could keep the saves like a month in case of issues with payment
Use the game's "Upload Save" in the Server Manager
When i delete Blueprints buildings the Server crashes , someone know why?
i would like to let the devs know that flying crabs impact client players from too far away on dedi server (with good ping around 60 ms). at this range it's almost impossible to swat them out of the air with melee since they are hitting at the very edge of melee range. in single player this is not an issue.
Because it binds to localhost for v6 for the API. It's a known bug
is there a workaround?
Workarounds have been sent in this channel, I do not recall it off the top of my head
Not really a bug you are just reconnecting to quickly after getting disconnected. Have to wait like 30 seconds to a minute for the server to know you dropped.
Check the pins for it maybe. Ipv6 is less used and less documented.
when i moving around here, the ping suddenly go very high.....any way to fix it?
Hi fellas, just a quick question about networking. Would you say that the dedicated server uses the whole space available according to MTU?
I haven't tried the "-ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any" workaround, do I just add it to the docker run or somewhere else?
currently I'm working on just setting up an extra docker to redirect all the traffic to the ipv4
No, that workaround is no longer needed
dedicated server started running glitchy after I blew up a rock, went to main menu and back in the game and my player icon changed and then it showed that i picked up all my resources/gear at the same time. then when i logged in next time my player was dead. now all the players icon randomly change color and things feel off on the server. any idea what I can do to resolve this?
the issue is that my ISP is ipv6 only, it runs ipv4 through a nat.
I set up a dedicated server and did the port forwarding on my router (and windows firewall) for all 3 ports listed, and I can't connect to the server via the client, and when I join the server through server manager, it disconnects the server when I log out, anyone else have this issue and is there a fix?
There are two ports
7777/tcp, and 7777/udp
You only join via the server manager. The "join" button is not for dedicated servers
I first setup 7777 for tcp and udp but when I was still having an issue I saw a thread also callling out 15777 and 15000
those are old and outdated.
Also if you're running the server on the same host as the client; this is a known problem
I am attempting to have a friend join the server to see if at least they can connect to the current setup, However, when I login via server manager, the server listed in server management goes offline and needs to be rebooted
ok, yes, I am running on the same client
you can try and run the server on a diff port but idk how well it reacts to being bound to other ports. no one's been pushing that heavily
everythings on 7777 listening to each other by default; client + server when its on same host.
all good, if its a known issue, I'll wait for a fix, in the meantime I have a beefy laptop I can run the server on so I can connect to it from a different client
or just never log out lol
Hi guys
Im trying to figure out this "server name pending" issue is solvable or is it a bug?
Hey when i try to add a server in server manager it doesnt show up i have been trying it for 30 minutes now any ideaโs?
any dedicated server fixes on the way?
Could you elaborate? What do you see in the server manager? Offline?
Could you provide more information? There are no known issues about this
O no lol i just figured it out when i coppied the ip there was like :27482 random number yk but had to delete that
LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
The system that tries to connect that received the Failed to Connect to the server API
Is there anything I can do against ghost trees?
Foilage doesn't fully update on my client when I join my server.
Running a server and when people get a client crash they don't seem to respawn in their own body anymore until they go over and kill the old body of theirs and it releases the inventory on that body. Any reason for this?
have had this problem too, tends to happen if you rejoin too quickly after crash i think. started waiting 5 minutes after crash before rejoining and hasn't happened since
Has anyone here got the API working?
I'm not quite understanding how to connect from the docs.
All I get is a 404 (Not found) at /:
data={'errorCode': 'errors.com.epicgames.httpserver.route_handler_not_found', 'errorMessage': ''}
which I guess is to be expected, since I didn't choose a function.
If I send
{
"function": "HealthCheck"
}
as Content-Type: application/json to / I receive a 400 (Bad request):
data={'errorCode': 'errors.com.epicgames.httpserver.invalid_content_length_header', 'errorMessage': ''}
I checked the Content-Length Header and it is set to 27 (which should be correct with ASCII and UTF-8, since {"function": "HealthCheck"} is 27 characters long (so 27 bytes).
What am I doing wrong? Must be something really stupid
Ah damn, my message is deleted due to links
Don't think so. I didn't set 27 myself, that was the library. I assume it strips them
but hey, you getting it to work means it is definitely a me problem, nice
Nah, I'm not using one myself, it's just a common gotcha when calculating the size
For reference, this is my request in python:
api_url = "https:[slashslash]example.com:7777"
headers = {
"Content-Type": "application/json; charset=utf-8"
}
response = session.get(
api_url,
headers=headers,
json={
"function": "HealthCheck"
}
)
This is the debug output
DEBUG:urllib3.connectionpool:Starting new HTTPS connection (1): example.com:7777
send: b'GET / HTTP/1.1\r\nHost: example.com:7777\r\nUser-Agent: python-requests/2.27.1\r\nAccept-Encoding: gzip, deflate\r\nAccept: */*\r\nConnection: keep-alive\r\nContent-Type: application/json; charset=utf-8\r\nContent-Length: 27\r\n\r\n'
send: b'{"function": "HealthCheck"}'
reply: 'HTTP/1.1 400\r\n'
header: content-type: application/json;charset=utf-8
header: content-length: 98
DEBUG:urllib3.connectionpool:https:[slashslash]example.com:7777 "GET / HTTP/1.1" 400 98
response.status_code=400
So no, no newlines it seems
I have some other calls in Python that you can reference if you need them
Yes that would be awesome
Was a hassle to get SSL working correctly. If you dealt with that, that would be very helpful too. Currently have to subclass requests.adapters.HTTPAdapter and create an own pool manager
(Since the chain.pem has FactoryGame as hostname)
I have one (the HeathCheck) in my repo, https://github.com/dopeghoti/SF-Tools; here are the others I've had success wtih. Others are failing due to getting no response rather than a no content response:
You can generate your own certificates (using lets encrypt or so), but that requires fiddling with all that stuff.
Nah, I just downloaded the auto-generated PEM and made urllib3 verify that.
It works, but I'm sure this could be done easier
Thank you, I wonder if there is somekind of a timeout timer I can adjust for it instead maybe, I might update this once I figure it out after work.
I could also just use a reverse proxy, but it is my friends server, so I won't touch his stuff :D
Alright, thank you very much.
I was missing the /api/v1 endpoint. I know this is the default, but was this documented anywhere? (must have made a typo before)
POST /api/v1 works (as expected)
I don't think it's actually documented; I lucked into seeing someone else post that path and it clickd that of course they'd use the standard REST endpoint path
No idea why it gave me invalid Content-Length only when I passed in {"function": "HealthCheck"} lol
one of those "in retrospec, obviously" things
HealthCheck seems to need a data element even though it's not actually relevant
I tried that already... but back then I used a GET-request, since they said it should work with some requests that don't require sending data
yup, at least the API gives that back as an error tho
Okay nice!
If you care, I could add a pull request with adding SSL support.
But only if you want
this has really been annoying me though:
I'd love any PRs you care to offer
I'll add my REST examples to the repo shortly; I've been meaning to and just needed a round tuit.
That's all you pretty much need
But I would definitely make that optional then :D
and I'd have to document the need to capture that .pem but that's not a huge lift
I couldn't find it anywhere in the server directory
I downloaded it using a browser. No idea if there is a better way
Must be stored within the UE sav or sth
Hello everyone, a friend and I play together on a multiplayer server. If one of us logs out, the other one is kicked out of the game and the server is shown as offline by Satisfactory. The server then has to be restarted in order to continue playing. Is this a known problem? I also always get a 520 kb update on Steam after this action, as if it were shooting me a file....
this is common if the server is being run on the same physical host as the client. a client disconnecting looks to the server like a shutdown request apparently. CSS is working on it.
uh I'm an idiot. I just checked with a proxy... the body is dropped. Could be expected when using a GET request (mb)
If I understood it correctly, this is just where you place it if you provide your own
server's not responding with a valid json payload, prob
Great, thank you very much ๐
I checked it with Wireshark: the server isn't responding at all in those cases rather than giving an HTTP response payload with no content which would be valid.
it should respond with HTTP/204
I get a 204
Yup, empty response
send: b'{"function": "VerifyAuthenticationToken"}'
reply: 'HTTP/1.1 204\r\n'
header: Server: FactoryGame/++FactoryGame+rel-main-1.0.0-CL-366202 (Linux)
header: keep-alive: timeout=15.000000
header: content-length: 0
DEBUG:urllib3.connectionpool:https:[slashslash]example.com:7777 "POST /api/v1 HTTP/1.1" 204 0
response.status_code=204
data=''
for me I don't even get that which is why Requests is throwing an exception
maybe you can help with that once I get the examples up
because you're calling r.json()
so it's trying to parse no data as json, which isn't valid json
๐คฆโโ๏ธ
Dunno, this works for me. With json() I'm getting a similar error
I need to check r.status_code. Deeeerp
hello, i can play and manage the Server when i use the direct connection i become a Token error... how i can fix it and Other Player can connect too.
Yeah, exactly
Is there a way to reset caching the rejected certificate and regenerate a cert on the server
๐ค the cert is somewhere
wait, is it fucking baked into the game, i hope not
I think if you drop in a cert and chain of trust into Certificates/ and restart the server it should Just Work.
it's in the wiki
don't use join, use server manager
thank you
At least not documented anywhere (I think)
I guess resetting the server entirely shouldn't hurt tho
oh is it in the server sav file
I am lazy and not fully awake yet and therefore my quick and dirty examples will look like:
yeah i think it's in the server sav file, that's annoying
i wouldn't just assume the data key exists
they can return errors
I can't find it anywhere, so yeah I guess
This introduces errors, when you hit Ctrl+C at the right time ;D
my fork had a whole bunch of error handling in your post request function
FGGeneratedCertificateData yup
uuuh, nice
this is a quick-and-dirty proof-of concept, maturity will come with time. I don't want to make EnterpriseClassFizzBin out of this (:
xd
Thanks for your probeLightAPI. That is a really great point of reference
Now I might use this instead of waiting for timeout when loading a save
@sturdy gust Updated your image today from 1.0 server to 1.0.0.1, all backups got deleted, and server was fully reset, dunno if it's you or the game. Still sad to loose everything, even though it's only been a week.
My pleasure. Took a while to build and I still need to make both sides use the same method to construct/deconstruct the package rather than using numpy on one side and struct on the other but it works and that was the important thing on Day One
I can imagine :D
Has anyone here used tailscale to share out their server to trusted friends/family?
did you reset your docker or something
daang, that sounds like a container volume issue
did you not give it a volume
sounds like you kinda just deleted your container
I am still trying to figure out how to properly construct the request payload for this:
are you using host bindings?
It's bind volume, I've been using docker for many years
cau u tp someone on dedicated server useing the server console?
I think you need to contain it in the data object
There is always only these two iirc
is the 'u' uppercase @quick mist
My first try was putting updatedServerOptions into data (tried with both u and U).
Really sorry about that man: https://github.com/wolveix/satisfactory-server/issues/266
or is that also a doc error
There was an issue with the image released within the first hour of the 1.0 workaround being out
So anyone that pulled in that short window wouldn't have persisted data
oh yeah it should be in a data shouldn't it
I'm using steamcmd to start my server. I'm by no means an expert at this sort of thing but i followed most of the info from https://satisfactory.wiki.gg/wiki/Dedicated_servers
I open up port 7777 on my router, added the two firewall settings for tcp/udp(?) for 7777 and made sure the port was open using the nmap script in the guide.
I can connect from my game client using my internal server ip but i cannot connect using the external ip without getting "server name pending, not authenticated"
Just checked, this works for me:
response = session.post(
api_url,
headers=headers,
json={
"function": "ApplyServerOptions",
"data": {
"UpdatedServerOptions": {
"FG.DSAutoPause": "true"
}
},
}
)
I didnt really try anything else ๐
If you're attempting to use your external IP from within your network, it's very likely not to work. Use your local IP within your network, and let people outside of your network use the external IP
Yes, it may work for other services. No, it doesn't really work for Satisfactory
Having exactly the same issue. Two different dedicated servers, ports appear to be open. No firewall running on localhost. We can connect to eachothers' servers, but a third player is unable to connect to either of ours. Port scans say we're open. curl returns {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""} from outside the network. Remote Satisfactory client says server appears to be offline.
That's a different issue
Your UDP port is unreachable
check your port forward for a nat loopback setting
But that means it is open and should work
I deleted the server and installed it in another folder and on another drive on my server still giving the same error
yep, embedding UpdatedServerOptions in to Data worked this time now that I'm properly looking for HTTP/204
Progress!
your settings are in another castle, see wiki config files
If outside of your network you get a valid HTTP response, your TCP forward is correctly setup.
Maybe UDP is the problem here?
do you have any suggestions where I can rent a very fast satisfactory server with easy setup process? Supercraft?
I didnt know that! I'll try to disconnect my client from the network and try with a mobile hotspot instead
Thanks for the tip
Thanks! I'll look into this if wolveix suggestion doesnt pan out ๐
@sturdy gust Thank you so much for the docker container btw. :)
Funny github star graph indeed
yall ever accidentally break ur ssh config file accidentally and then u cant ssh in to fix it
๐
turns out u cant use port 444 for ssh
i tried 443 because my school wifi blocks port 22 but then my website didnt load because it used https so i tried 444 and now it just refuses to respond
that worked fine on port 443
and my website is accessible so i know my server's up
443 is very often already in use because that's the default TCP port for HTTPS transactions.
yea
Attempting to serve both ssh and https on the same port at the same time from the same host will be an interesting experience.
yea ssh just took precedence
Anyone else having major lag issues on dedicated? specially on trains?
i mean my certificate is out of date anyway so i should have just used http so it wouldnt be a problem for accessing my site
Likely due to slow single-core performance on your server's CPU, or low RAM allocated
Is 6GB really a good limit with 1.0?
Did recommended specs change that much? Same server ran perfect with 4 people pre 1.0.
Running 4 core 16gb ram
What CPU model?
6GB is pretty low
REST API demos uploaded to my repo for those keeping score
What are you using? Is that your stuff, or is there already an API wrapper for Python?
api wrapper
@frosty gale went ahead and rolled out an whole API wrapper library while I was working on the UDP protocol and then pivoted to teaching myself how to interface with a REST endpoint
Is there an idea behind the limits in your docker compose?
deploy:
resources:
limits:
memory: 6G
reservations:
memory: 4G
Thanks so much, this worked ๐
(Don't think I said this yet but I've been meaning to; that's excellent work you've done there gaymer)
Per the wiki link directly above that. The lower amounts are there as you may be able to get away with them (depending on whether you have server streaming enabled or not), but you shouldn't use them
https://github.com/Jayy001/PyFactoryBridge
This one? Or could you link it? :)
yea that one
I bumped them to 32GB just to be sure anyway. But yeah 6GB seems really harsh
32GB is overkill, but that's great ๐
there's no kill like overkill
Meh, DDR4 ECC has gotten "cheap" :D
you should add examples for upload and download save files
Soon โข
Oh yeah, regarding that. Has anyone multipart requests working already?
I will try upload save then
yea really not sure what the problem is
instead of examples, why not make it usable as a commandline tool
Or better yet, a library ๐
Implement in code first, make accessible tools later. The tools need backend to funciton after all or the tool is a handle with nothing attached to it
someone already wrote a lib, untested and half baked, but it's there
You can ping a port? I thought that was ICMP
I wouldnt bother modifying his api lib though, its really not made for that
I was gonna write a Go SDK and CLI tool, but meh, figured I didn't really have a need for it myself
If I read that correctly, all you are doing is changing the ping pattern, not the port. That doesn't work. Try nmap
it is ICMP, -p just specifies a pattern to send. You need something like tcping or nc to test TCP connections.
yea :D
$ nc -w 5 -z henrys.network 444 || echo 'timed out'
timed out
is there a good way to ping my network without enabling icmp echo packets or whatever
Might not be public
telnet / netcat? Just check if there is a port open
i dont think port 444 is forwarded to my server pc
although i might have forwarded the entire range
Most likely a firewall or NAT issue currently, yeah
I prefer netcat as it doesn't rely on a telnet handshake but telnet is often used for testing TCP connectivity, yes.
well i get home in 30 mins so ill fix it then
any way to connect through port 443 for example but tell the server pc that im requesting port 444?
some of it is.
$ nc -w 5 -z henrys.network 443 || echo 'timed out' && echo 'Gibson hax0red successfully'
Gibson hax0red successfully
Fair enough
yeah i had a basic no-password auth and claim server implemented in mine, but realistically it's not getting used
i think i did something similar setting up my plex server remotely
ok so my game ping is like 80ms and my network ping is like 25ms
that's ridiculous for local
im 150 miles away
All I want is detect if I'm done playing locally, then start a remote server, upload the save using the API and let it continue running there.
When I start the game from Steam, download the save first and shutdown the server
Should be easy enough
okay that makes it better
sounds doable, prob have to run it before you start a local game, or i guess keep it running if your computer's on
prob have to run it before you start a local game
Sorry, what do you mean?
since the game auto-saves every 10 minutes, you could probably set up something with inotify on WSL on your game client machine that uploads your auto-saves in effective real-time to the server.
live backups, nice
I mean scp also works, or what would be the benefit?
secure contain protect
inotify would tell the program "lookie, a new save", what you do with it (SCP, use the API) is up to you
VACd
jk
hook into the save call ๐
Nah, I just wait for the process list to no longer say FactoryGame with polling. Good enough
Will try to fork this and add save uploads
is this jay in here anyway
yes
oh is that you
hi
oh you are jayy001?
@ancient bison
#1201555265942724758, careful of bad servers tho
bad servers wym?
wait i knew that
dunno, i saw some drama the other day about some guy getting kicked
might've been griefing idk
you cant kick people
hi thats me
maybe changed the password on them, didn't exactly read it
photon engine is like this as well
how can i help
like who makes a game networking backend that doesnt support player removal
I mean it's not like SF is a PvP game prone to griefing
Didn't want to bother you :D
Did you try save transfers already?
don't you all have phones friends?
every game is PVP when multiplayer is enabled
and any server admin worth eir salt would have a password given out to a vetted group of individuals
you cant excuse shitty feature sets with 'well that should never happen so we dont need it'
average api developer
it's because they had snutt code it
wasn't multiplayer being a thing at all a thing that came into play rather late in SF's development? Or was it planned from the start like pipes and they were just being coy?
it wasnt in early releases but it was added pretty quickly
unless we have different definitions of late
Are we able to get suggestions for places to purchase a dedicated server here?
I would really like endpoints instead of {"function": "..."}, but I guess that's a nitpick
"purchase"
and yea that
api dont really work
@snow saddle my suggestion would always be to get your own server like a VPS or a homelab and manage it yourself. Cheaper in the long run and you can learn a valuable skillset.
i've no problems with my OVH box the past few years
I'd have preferred that too TBH
hi sorry, no, would you mind opening an issue on the repo if you haven't done?
api docs aren't even correct anyway
but it shouldn't be to hard, just need to change the content type
how do you mean?
OVH or that one german company if you're EU based. Hetzner or w/e
For the $20, I'd rather spend my time elsewhere.
agreed
multipart requests scare me with the amount of faulty errors I've seen so far xd
you gotta do a lot of things since your request method relies on the responses being only json
Uh sure. I will give it a try, might update you later
upper/lowercase letters on parameter names here and there
haven't tested them all, but on the two i have they were
If you are cool with uploading your ID, sure
yeah fair, that's why I was wary of putting it in initially
I feel like that is not a valid or fun option for most people. Clicking a few buttons on a website and just playing can be very much preferrable.
I couldn't even get some of my friends to download a Minecraft mod pack.
as long as you're not rolling your own, i don't see the concern of using multipart requests
I will cite that in a few hours
plus it's python, there's 100% a lib for handling that
tell you what, after I've finished with this game I'll have an attempt
will let you know how it goes
requests yeah
And that's is why it's my suggestion which is informed by my opinion and not an objectively correct answer. DIfferent strokes, and all.
natively supported in requests, even better
๐ญ the hardest part of spinning up a new server is always saving the password to the manager for the new user.
password.txt user here
only for the server steam login 
Sorry, didn't wanna step on your toes :D
I'm totally on your side
๐
i think i might be experiencing the exact same issue sadly
All good sir or ma'am or other!
I never could get KeePassXC to sync correctly across devices.
Vaultwarden sucks in comparison, but at least it doesn't cause corruption xd
and sometimes i miscategorize them and they get lost. its awful
I use SyncThing; works like a charm for me
Especially on iOS and Android clients, they would always interfere / not sync fast enough
I really like the DB-approach of Bitwarden, and not just one monolithic file
For Mobile I use KeePass2Droid and have it SSH in to a known location that SyncThing pushes and pulls updates to and from
For iOS I use a disgusted shake of my head.
Sorry, off-topic, might wanna move it xd
vaultwarden + bitwarden on errything; no problems
this
but I sure do miss autotype
I love problems that have many solutions that work for many people. Choices are a Good Thing and there should be more of them.
and I hate the UI design of the browser extension
then tailscale on your devices with your gaming dedi server as your remote signing approval. or headscale to all in hosting yourself
then your vaults never exposed to da internets
Are dedicated servers backed up to the cloud? If not, what directory do I have to backup?
ty ty
i just use linuxgsm and do ./sfserver backup
so; i recommend that method.
I like wireguard. Tailscale is too much fluff imo
Not to the cloud. The saves are in ~/.config/Epic/FactoryGame/Saved/SaveGames (Linux) or a similar path under %LocalAppData% (Windows)
feel free to help document the windows ones
But seriously it should be a crime that toasts cover the entire home bar.
And long, unskippable animations are hurting my soul
the SSD health on my NUC is showing bad S.M.A.R.T. status, so I am a bit worried lol
0xDEADBEEF
Hiya, how can I limit the amount of RAM a Satisfactory server uses?
ulimit
0xDEADED
so ulimit 16 would be 16gb then e.g.?
Depends on your setup. If you are using the docker container by wolveix, you can just specify that in the docker-compose
ulimit -v 16000000 && ./FactoryGame.sh
Ye using the docker container
This should work
๐
Where is that FactoryGame.sh stored?
ok file uploads are kinda easy I guess
Sorry still kinda new to using docker but willin to learn :D
Where exactly is that file stored?
no way
thats a lotta boilerplate man
By limiting memory - going to force the instance to swap pages to disk - cant imagine that would be very performant
How are you running your docker container?
Wait, why would that happen?
Well to be precise, a friend of mine is running said docker container and trying to find out how to limit the RAM usage. As I said, I'm very new to docker, if not to say I'm very much a noob at it.
Not sure I understand.. if you are limiting memory to 16GB and the application requests more than 16GB, what happens?
It will swap to pagefile and use disk as memory.
I'm just trying to help him by asking for him over here since we wanna play Satisfactory together :_D
So if this is a command he can just punch in somewhere, do enlighten me what directory that'd be in, couldn't find that .sh file with find
Hello everybody! I just arrive ๐
you're using docker, so disregard that advice
and use that setting in the docker image instead
The process should see 16GB as max virtual memory, doesn't it?
sorry for stupid question - how can I looking for -- the stuff -- for windows -- that can monitoring dedicated server?
Ok where is that setting? :_D
python "stuff" is cross-platform
If your friend is using docker compose, it should be placed in the compose file.
If they are running it using docker-cli directly, you could use
--memory=16G --memory-reservation=4G
Ok thanks he'll try :)
I highly recommend using the docker compose file for your setup tho
