Afternoon all , me and a friend are running a dedicated server on docker , set the reserved ram using enviroment variable but this isn't taking effect , server appears to be using minimal resources and struggling (rubber banding etc) even on local network , any advise would be great (server resources are not an issue as its a dedicated home server)
#dedicated-servers
1 messages · Page 101 of 1
who said it wasn't, what
I am using epicgames dedicated server.
LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: LightweightCollisionComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.AbstractInstanceManager_2147473452.LightweightCollisionComponent_2147473384 NOT Supported.
That happens all the time, when I sprint and then crouch
Can be ignored
Well.. it can be ignored by you. Not by the game developers
That didn't do anything, weird. :/
His entire server's setup via Unraid so to use docker compose efficiently he'd have to change quite a few things
Thanks for the help regardless! I appreciate it nevertheless
Huh, so withing "Extra Parameters:" in Unraid, that didn't help?
Interesting
I don't have Unraid, so I can't really help with that well, sorry 😅
I just googled
Is there any most cool decision? Where to look for it?
Kk
Sweet that's it, thanks!
Think of a docker instance as its own VM, sharing some OS-level resources. When setting the memory limitation it sets the memory for that running instance. To the application it is not virtual memory but rather 'physical' memory. When/if the application exceeds the memory limit (lets say 16GB) it will start paging to disk (up to whatever the 'swap' is set) which is extremely bad from a performance standpoint. Memory and disk (even NVMe SSDs cant compete with RAM) have very different access characteristics and latencies.
I understand you were just answering a question.. but my main question to the original person would be why are you limiting it to 16GB? For 2 players that will likely get you to midgame/pre-endgame state before performance concerns are likely to creep up.
Afternoon all , me and a friend are running a dedicated server on docker , set the reserved ram using enviroment variable but this isn't taking effect , server appears to be using minimal resources and struggling (rubber banding etc) even on local network , any advise would be great (server resources are not an issue as its a dedicated home server)
is the server spamming the log with errors
Huh that's good to know!
I only extrapolated from the docker compose examples in the README.
So it should be advisable to also include the memory limit as an environment variable which sets up ulimit -v?
For reference, even though that doesn't mean much, I never had any issues with limiting RAM this way on any other container (didn't notice increased swap usage, even when reaching said limits). Within the container, the output in tdarr-logs made me assume that the container very much knows the RAM limit
this in response to mine ? if so not especially, the collision one as mentioned by Konatn4 is there but nothing else
Most likely due to poor single-core performance on your server's CPU. What CPU is it?
How do we change the max player cap of a game ?
Within the server manager settings tab
Or within the main config file
AMD Ryzen 7 2700 Eight-Core Processor CPU, I'm a Not sure that will be it as the CPU values are little to nothing :
You getting rubberbanding on LAN as well as WAN?
2700's single-core speed is a little low
Important to know as well.. how big is the save?
The number of cores is irrelevant
Could you send your Docker config?
satisfactory-server:
container_name: 'satisfactory-server'
hostname: 'satisfactory-server'
image: 'wolveix/satisfactory-server:latest'
network_mode: 'host' # workaround, see https://github.com/wolveix/satisfactory-server/issues/260
ports:
'7777:7777/udp'
'7777:7777/tcp'
volumes:
'/srv/satisfactory/config:/config'
environment:
MAXPLAYERS: 4
PGID: 1000
PUID: 1000
ROOTLESS: false
STEAMBETA: false
restart: unless-stopped
deploy:
resources:
reservations:
memory: 10G ```
Save is minimal , 48 hour up time at the moment and we don't have a whole lot running on it as of yet
tbh, my 30 hour save runs with almost no CPU usage on an Intel Xeon X5675 (24) @ 1.599GHz
so... yeah. I dunno
Tried it multiple times, and it just does'nt work
It definitely won't in the late game xd
Remove network_mode: host
Is that valid ports syntax?
I think it's just a bit scuffed from copy & paste
Ta will try that , added it the other day when trying to troubleshoot network issues ( external to image in the end)
Reserving 10G seems overkill
yeah ports are fine just skuffed paste
Nah, 10GB is fine
alright
I reserve 8GB, limit at 18GB
Depending on your bandwidth, you might want to play around with the network quality setting
What is your environment? Are you on Linux? Windows? Using Docker?
yeah 32Gb on server so acceptible loss,
Early game it shouldn't matter, but absolutely Ultra helps
Okay, sorry it does work i just did crap
what's the bandwidth usage like on ultra
linux docker , local network set to 2.5Gb , internet speed is 1Gb/s
care to elaborate? xd
I was asking the other person 😄
They said it works 😄
I did wonder , the image kinda explains
U have the same problem xD
Huh?
No, u want me to elaborate so
@sturdy gust just noted that we wernt slide jumping but got a rubber band on this error : [2024.09.16-19.43.25:388][152]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: LightweightCollisionComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.AbstractInstanceManager_2147481742.LightweightCollisionComponent_2147481738 NOT Supported.
Had anyone played with the new server API? I have a few questions.
yes
yes
kinda
also just got this and a disconnect : [2024.09.16-19.52.41:121][779]LogInventory: Warning: Can't find a slot size! No arbitrary, no item in the slot and no itemDescriptor passed for FuelInventory!
Im secretly writing my own wrapper that doesnt use caterpillar naming scheme and works with files
python? pls fully type it
well, lmk if you ever want help™
I was trying to get the server state using the lightweight api call and have not been able to get a response. I noticed that it is little endian but not sure if the ProticalMagic was little endian or needed to be converted?
oh yuck
check out dopeghoti's repo, he's got the udp stuff figured out
use this example
I always knew not learning Python would come back to byte me one day.
theres not even anything to learn
Thanks though
they're all similar enough
everything is just obvious
Another disconnect with a spamming message in logs ```[2024.09.16-19.58.13:970][739]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 0.932374, CurrentTimeStamp: 3.408410, Character: Char_Player_C_2147432646
[2024.09.16-19.58.14:004][740]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 0.932374, CurrentTimeStamp: 3.436018, Character: Char_Player_C_2147432646
[2024.09.16-19.58.14:004][740]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 0.932374, CurrentTimeStamp: 3.464024, Character: Char_Player_C_2147432646```
that's a lotta lag
honestly one of my bigger complaints about python is its data type for integers is infinite so doing like bitwise operations requires a lot more junk
Are pipes and fluids just terrible on dedicated servers, or are they jank on SP as well? I don't understand why a manifold setup with a higher than needed input of water eventually goes empty. The math doesn't math. It's not head pressure either before someone suggests that.
pretty much everything is terrible on dedicated
pipes have always been fucky for me, even on sp
there are other data types for specifically that tho
is it needed to do these changes on the wolveix docker image version of the dedi server? (Engine.ini, Game.ini, Scalability.ini)
Im running on a dedicated server and the water pumping area causes massive fps drops on the dedi server. works perfectly fine if i launch the save on SP
what changes
the ones described here where you override the network quality bandwidth rates https://satisfactory.wiki.gg/wiki/Multiplayer#Engine.ini
i did it client side, but not sure if theyre needed on the wolveix server as well.
By editing the config files, this limit is increased to 800 Mbit/s.
is the netcode so bad that it needs that much bw
or just an engine limit
Cries in Germany
whats caterpillar naming scheme?
prob means camel case
ah lol
🪱
no I love camel case
it'd be cool to see another implementation
aactually I think its literally called like python case
or snake case
when_all_your_defs_look_like_this
honestly the naming convention is a bit of a mess
just like me

cant join my own server, any help would be appreciated
There is an issue open on the github repo for the wolveix docker image around this issue iirc
its to avoid limits, it will rarely go beyond 1Mbps
good to know
ah okay cool. thank you! will try and find it
where are you hosting the environment, what server image are you using, what OS, etc. Need more detail
being hosted thru steamcmd on a windows vps ran thru ovh i ported 7777 inbound tcp and udp then thry the game firewall
i played for hours yesterday just cant today
oh waht the fuck
after 20 minutes of retrying it
it just worked
im going to kms
thank you sm for attempting it
snake case yeah
i learned to like it
but I see why @ancient bison occasionally uses PascalCase, when the API expects it
but for any reason the API responses are in camelCase 🤔
also the request keys
The properties are in PascalCase

slumersloops case when
if you're using ipv4 you need port 7777 open on tcp and udp (or whatever port you set)
if on ipv6, I'm still trying to find a fix
I think I remember something about ipv6 requiring a special flag to make it support both ipv4 and ipv6 simultaneously
thats why Im saying it would be nice if all the methods were in camel case as well
maybe what this means is I need to start using a real ide
for python
yea im used to using snek case but for consistency would be nice
ive got downloading done, uploading is a bit more work
i mean just do like
if function:
#proceed as normal
elif files:
#assume we are uploading a save
inside your requests function
and then just make your multifield blob inside the UploadSaveGame function and post it as a file to the request function
yea, thanks
just the encoding part
you sure?
I got uploading done!
is the first i there supposed to be lowercase too
I also wanted to implement downloading, but if you already have that, I will merge your changes first
I should not be reading this smh
I just read multiple wikipedia page to (re)inform myself alaround about cases scheme
get the try hard out of me please
I've implemented downloading, but completely stuck on uploading- how'd you do it?

Very close to @frosty gale 's approach here
I finnaly was able to get it to work instead of connecting with the IP of my server I used its DNS name and the computer finally ask to change the certificate.
Oh I didn't even see that lol
Ahhh awesome
Do you know how to open a PR?
I extended __requests to accept multiparts
Oh and I changed your {} default parameter usage, because that is illegal in python for side-effects reasons
Can't you juse do files=files and set it as None in the default?
I know of its potential issues, but where would it be a problem here?
If you don't mutate the parameter, it doesn't matter, yes
you can leave it like this i guess
if you put something inside, it will change for every other call
Yeah, I've learnt from experience if you want to mutate it - it'll cause problems
its a static object assigned once
Yes, but I'm asking in this specific contex
I don't think its an issue.
PEP-scanners will just hate you
That's fair, and better now then in the future
The thing is that data is now a multipart that again contains function and data
I'll run ruff on it
You can no longer also pass a json= object
what about json=None too?
Do you mean just copy paste requests.post(...) into both cases for readability?
Uhh no, I think this would be easier to discuss on github
Yeah sure
or another discord
Should I open a pull-request? Wanted to clean things up first, but you can also just look at it here in detail:
https://github.com/Jayy001/PyFactoryBridge/commit/1a07b6613aa8d288ea5229db203a98b201da05d4
Ooh, I forgot clientCustomData thats what was causing issues
I was sure I had it right, totally forgot
yes please
Apologies. If I'm misunderstanding understanding, but does the dedicated server use the same ports as playing through the client?
If I load into my world from the game a friend can join. But when I turn on a dedicates server they cannot join (says server is unreachable). Anyone know what I may be doing wrong?
join
you mean through ip
if you mean throw epicc/steam id
then port forwarding and firewall
I don't think the games base multiplayer needs ports forwarded, but servers do need that.
Thank youu!!
Do you know of the tool ruff?
I made changes to .gitignore which I forgot, f
np
No I don't 😅
you know the formatter black?
would you mind running pip install ruff && ruff format pyfactorybridge/__init__.py just to format things?
sure wouldn't mind, will do
cheers
#1284813963133194341 message
found a workaround that works for the ipv6 "failed to connect to the server api" error
cool tip, should be up
it changed some parts I didn't touch tho, but looks fine, you be the judge
yeah, it'll just format everything
My server has a very high ram usage regardless of the complexity of the save. Is this normal?
Depends on what is high to you
Roughly 10 gigs
dangit
Okay I thiiiink I got it working in regards to joining. I can't figure out where the dedicate server files (like the save files) are located?
welp here goes my writeup
yoo has anyone worked through TLS issues serving their dedicated server through a proxy
two ports?
Yeah, I just use Traefik and accept all certs, since I only bind to localhost anyway
not sure if 7778 is necessary
but it works so I'm not touching it anymore
Oh my bad, I thought we were only talking about the API. I didn't try to reverse proxy the game itself
yeah, i have the game running on a server in my house, setup via tailscale to just serve port 7777 to the VPN, and then i have a public facing proxy server out in the world somewhere also on the tailnet, forwarding 7777 traffic to the game server
says its not authenticated so i think it's finding the game, but having TLS issues
are udp packets getting forwarded
oh great question
does like regular dns support ipv6 stuff
yea
you mean is dns supporting ipv6 or do ask if game is specifically supporting ipv6 dns records ?
Im asking about like making ipv6 dns records
dns fully supports ipv6, does not change much
since ive never actually seen one
and I think now the game too
typically AAAA records
^
like A records, but they scream louder
four times as big
I should buy an ipv4
?
[472]LogAkAudio: Warning: UAkGameplayStatics::StopActor: Could not retrieve audio device. What is this?
just after you knew about ipv6 dns ?
investment for what
the future or something
yea but were not gonna run out
knowing setting up dns is going to be good for you in the futur
don't worry about it
my ipv6 holdings for when we have trans-galactic NAT
Okay I'm figuring things out. For some reason the server joins after the onboarding process. Like it starts at tiers 1-2 and skips tier 0. Anyone know how to fix this?
So is there some known issue where the Linux dedicated server binary for 1.0 is absolute trash? It crashes the very second I try to create a new game from a connected client.
i can sell you some addresses in the 198.18.0.0/15 block at some really good rates
it have been very stable for me
what does it tell you
are you running on vm ?
crying laughing
@midnight harness tysm, not sure why but its not adding you to the contributors list
Yeah, it's running in a very powerful VM.
no but there is a known issue where the server binaries are all trash
Wait really? Dang.
I have a friend new to the game and wanted him to see upgrading the HUB
I mean its a small change. Maybe GitHub is scarred after the libxz stuff (jk)
join from a multiplayer-enabled singleplayer game?
Thanks for the library!
yeah no onboarding in multiplayer. what we do is, start a non-dedicated game and join via steam/epic, and then once we get to tier 2 we upload the save to the dedicated server
np! thanks for the contribution
Are there any issues I should be aware of moving a single player world over? Or does it transition over fine? Just making sure I don't mess anything up.
it transitions fine
the actual point that it crashes is higher up, you' pasted the bottom of the stack trace. idk about that xdg-user-dir command not found line though, that looks like a shell script issue...
yeah, no issues that i've seen
Yes, I presume that's the wrapper
and since this is a headless server, obviously the xdg utils aren't present
no the xdg thing is only after the error is reported
okay,
xdg is standard for knowing about directory/log/binary structure
the error still is higher up
anyway likely a vcpu type error
either set it to host or add several instructions set
that's only if you use a DE at all, right
Alright, this is a VM on my own Proxmox, so I can easily do that.
Read every article I can find but I still get "Failed to connect to Server API", Windows, All ports are forwarded on router, disabled firewall for fun, I get the certificate prompt, then hit okay and stuck in a loop with that error message. Anyone have some magic for me? 😄
default cpu on proxmox should be fine ...
it talks about cert everythime?
its not
SIGABRT, but not seeing why
x86-64-v2-AES isn't enough?
Signal 6 again
most hypervisors use most "compatible" cpu types by default, compatible for the hypervisor host machine, not for running softwares nor performance
it's like that so its easy to roam your vm afterward
cpu type needs to be changed to host or something
or even do live migration
The backend default is kvm64 which works on essentially all x86_64 host CPUs and the UI default when creating a new VM is x86-64-v2-AES, which requires a host CPU starting from Westmere for Intel or at least a fourth generation Opteron for AMD.
that's what I said above, I was responding to bee_mine about the defaut setting
UI default, btw they said headless
and opteron is old
did you change ports are open with an online port checker
headless doesn't mean no web ui, which is what they mean when they say ui
Boot server without -Multihome=
@deep turret
why do you ping ?
just making sure you saw my response
I saw that, but opteron 4 is still from 14 years ago
not really
my cpus are Westmere
updated ufw to accept and forward tcp + udp but still server name pending/not authenticated, hmmm
Well it's definitely getting farther now.
Not using that.
AVX which is hard requirement is only in bulldozers
is there a problem on dedi's with the hard drive lib ?
not before
4th generation opteron is bulldozer
we are talking virtualization there, so the absolute minimum of what is claimed supported set is used
there is lisbon before bulldozer
and AVX2 is only in excavator
Success. Changing the VM in Proxmox's QEMU settings from kvm64 to EPYC-Rome has solved my issue. Thank you for the assistance fellas.
I did read the wiki. 18 months ago when I made the AUR package. If it's such an issue, they should detect it. I consider a regression on their end.
wew
Thanks for pointing this out, Forked it and converted to PHP for web server interface... Thanks again.
https://github.com/oarko/SF-ToolsPHP
I now need to work on the curl part to get more information
How do i turn on god mode on dedi to get my stuff back?
load save with advanced game settings enabled
giant button that says that in server manager
Those are not reliable, I just checked with a server that IS working and it tells me 15000 and 15777 are not open but that server has 3 players on it and configured with those ports.
@midnight harness hey, so your commits went using a GitHub email or username which was why it doesn't show up - but I've added a contributor's file with you
those ports aren't used anymore
There isnt a Load game button
i mean did you make sure it has the right ip as well
Where?
Manage Saves -> Load Saves
Nonono i dont want cheats on forever, just to get my stuff back, it says its a one way process
That's very nice of you thanks. :) Huh I have to check that within my git client... it's my first contribution on GitHub to anything so that wasn't noticed yet 😅
I thought using your SSH-Key to push would suffice
then you cant
What? Since when? That's what I opened for my server that does work and that's what the wiki's say 😄
since 1.0
100% not what the wiki says
why? thats absolutely fking stupid
What wiki you looking at?
unless it's the one outdated section you're talking about, which is clearly marked outdated, and only relevant to windows
why no special perms for owner to turn it on and solve a problem then turn it off?
that online save editor can probably get your stuff back or remove the advanced settings tag
all the linux sections are updated :^)
idk if its working with 1.0 yet though
Well 7777 is open TCP/UDP also, are there no other ports now?
dude you cant even kick other players or restrict them from using cheats when they are enabled
You might need to use git config user.name "your name"
just use a save editor m8
my next contributions to the lib will hopefully fix that ;D
its multiplayer, not on my pc
u can grab the save off the server
how?
Can’t you download the save from the in-game UI now?
Dang, well if you regain access: under Manage Saves you can just download/upload.
stupid devs should fix this its absolute BS
If that doesn't work, your server host should allow you access from the console.
Chill out lol it's not that big of a deal. It'll get fixed.
why was it not fixed for release? I know it existed then
Couldn't tell you.
brill now its night so i have to wait 20 minutes until the new day cos its too dark to see in there
how much time did you wait ?
about 10 seconds
man what
patience of a saint
did your game even took 10sec to load
It was saying it would load a game but then it didnt go to loading screen, and it would have downloaded the file in that time, so whatever it was actually doing wasnt what it said it was doing.
at least complain saying "its taking forever" or something, not utterly broken at all
it's not downloading anything
it's loading it
also ofcourse it send you to loading screen while loading
what
well it wasnt loading because it didnt go to the loading screen
exactly
this is even more verbose than loading
I click in the load game section then it tells me that of course I'm gonna quit whatever its trying to do
._.
I cant imagine you facing this
So, I checked the wiki, and am not sure where to go next. I am running a dedicated server in a docker container on unraid and for the life of me cannot get DiscordGSM to query the server. I have tried on port 7777, 15000 and 15777 and no luck. People outside my network are able to connect on 7777 (and the other 2 ports are configured the same way for NAT), but no go. I've also tried adding "-ServerQueryPort=15777" to the "Game Parameters" section without luck. Thoughts? Anyone with this same issue?
i mean it says that 15000 and 15777 arent in use
and i tried setting up DiscordGSM to use 7777 and it still says its not queryable
discordgsm doesn't look like it's been updated for satisfactory
someone made a pull request to update it tho, maybe it'll happen soon
https://github.com/DiscordGSM/GameServerMonitor/pull/119
I assume this is the "pre 1.0" version
I was figuring that it was a issue on their side, I appreciate your help @topaz scarab !
cool project too tbh
too bad i didn't know about it so i wrote my own tho lmao
mine has additional control anyway
Hey friends. So my server doesn't have auto-pause enabled, but still goes offline after a while. Any tips?
v
uhhhh, a few hours maybe?
usually when we all go to sleep after the server resets
im using steamcmd and yes, the cmd prompt is still open when i log back into my computer
Is anyone willing to help me troubleshoot this issue? Ok if not, it may be completely network related and not anything to do with the game.
This is my friend's dedicated server.
I was playing on it earlier today.
They've restarted the server, and I've restarted my game (and Steam!) many times.
It it still online, and I am talking to them.
It is not a Tuesday night for Steam maintenance, so that's not it...
I am able to ping the server at port 7777 and get a response.
Any ideas?
uh, not cmd, the game server, in cmd, is that running
I should add, I am not on VPN or anything. As I said in the post, I was playing earlier today. Have not changed anything at all on my system or network since.
I have also re-added the server to the Server Manager list to see if that was broken or something. That did not work either.
This might just be a weird network issue... 😔
but did he
Nothing that we're aware of at this moment.
Ok, weird... It just magically started working again ??? 
anytime!
when the brain autopilot takes over^
( I didn't say thanks, but... thank you anyways lol )
oh no, that was the joke
Is there voice chat in game?
Also someone know if there is way to prevent killing offline coffee drinking people and/+ possibly remove them from world?
where do I upload blueprints to on a dedicated server?
no
I fixed it. Silly little mistake. Teehee
in the save folder there is a blueprint folder
Is settings from game applying also for servers?
i mean keep inventory + arachno mode
Or do i need to set it somehow on server itself
does anyone have a good reverse proxy setup for the game (not just the api)
I see there has already been a game update since 1.0. Fair enough, but steamCMD's latest server version is not new enough for it. Cannot resolve version mismatch between game and server. Really?? I thought we were past this with 1.0.
have u tried restarting
The game? Yes
And completely reinstalled server
Game version is higher than server version
Anyone who has made a server that works?
been playing on windows just fine.
oh my tailscale setup works! i just needed to figure out ssl termination (tailscale serve --bg https+insecure://localhost:7777)
He can log in to his server, but when I try I get an error message in the main menu
Solved my issue... SteamCMD installed the update to a different location for some stupid reason and so when I went to launch the server after it was still the old one
how do i upload blueprints to a apex server
can you enable advanced game settings once a dedicated session is running?
after i mean
I'm curious if I can change the time of day that my dedicated server does a restart
Can't right now, hard coded that way. You could turn that off and cron job a restart manually
pinned
video
There's an option to load a save with advanced enabled in the server save tab
is there a reason why a dedicated server would be randomly crashing after the first autosave
how would i be able to make a dedicated server?
check the wiki for dedicated servers
I successfully setup a dedicated server and verified that my brother and I could both connect and play. It was only running for about 3 hours and while he was playing he got notified of a server restart. The server settings are set for 24 hours, but not sure if it is based on a clock or run duration.
We need a fix for linux servers please
Hey guys I'm still having issues getting a dedicated server running. My port is open and is reachable, and my server is working properly over my Tailscale network, but when I try to connect using the public IP it always shows as offline. I have no idea what to do at this point.
Check portforwarding 🙂
its working. I mentioned it is reachable by a port checking tool.
is it linux?
Windows
Oh 🤷♂️
for clarification, the server this is running on is connected to 4 different networks. One of them being my Tailscale network. The other 3 are 3 different VLANs.
is anyone else seeing a wild amount of (probable scraper/bot) traffic into 7777? i'm hosting satisfactory from a local server my ISP is going buckwild with "malicious" IP detection since i opened this port forward up. haven't seen it flare up like this on other game servers i host.
Also note minecraft servers work fine, its just Satisfactory specifically. When I attempt to connect from the client, the CLI gives the "NotifyingAcceptingConnection from:" messages. And a lot of them.
Is the game server reachable via the LAN IP that's visible to the router?
I can't exactly test that because the server hardware is at a different house.
That's a good sign
I just tried on a different computer there, one that is on only one network, and it is still not working
U can test by going to https:// port:ip in ur browser
Show us what u get
u should get an error json about an Epic handler
something along those lines
Sorry
ip:port
obviously
good]
Yeah API is fine
thats exactly what u wanna c
ok well that's good then
that means that at least the rest api is open
any guesses as to why its showing as offline then?
I'd double check if you maybe missed UDP forwarding
id assume udp isnt forwarded on the router
my DMP is forwarding TCP/UDP and so is the Xfinity gateway.
didnt u say that the machines on another network?
How could u know if that networks router is port forwarding correctly
here's an idea of how it is set up at this house
ISP -> Xfinity Gateway -> Ubiquiti Dream Machine Pro -> Network Switch -> Server
idk what the dmp is, is it some sort of router?
The UDMP is creating and propogating the VLANs. I wouldn't think there's an issue there because my Minecraft servers all work fine.
Dream Machine Pro
Yeah i gathered that
oh
but idk its functionality
yes its an enterprise router/firewall
the xfi is being used as a router
ok, and uve port forwarded on that
Is anyone else getting this error? It started happening just today all of a sudden.
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
CommonUnixCrashHandler: Signal=11
[2024.09.17-00.44.12:219][982]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: unaligned memory access (SIMD vectors?)
[2024.09.17-00.44.12:219][982]LogCore: Fatal error!
Ur not doing any reverse proxy or port replacement or anything r u?
like having the dmp switch 7777 to 15k or smth
bc for whatever reason the game abhors that
it just doesnt like it one bit
interesting
running on ECC memory too
no nothing like that.
If TCP is working but UDP isn't I'd take a guess and say there's a firewall somewhere that's not liking it
Maybe on the machine hosting the game server or one of the routers
yeah its 99% a udp problem in one of ur routers or something
If you're using ufw make sure it's not just tcp that's being allowed in
you can't play with me; i'm behind 5 firewalls 😄
is it happening when autosaves are occuring?
I mean, that is a scenario some people have to work through lol
No - it happens randomly. No trigger.
both routers are forwarding a "both" or "TCP/UDP" rule.
What about the server?
I could attempt to change it so there are two rules, one for TCP and one for UDP
worth a try ¯_(ツ)_/¯
it auto-added firewall allow rules upon first boot of the server in the "Inbound Rules" section
I get both
Exception was "SIGSEGV: unaligned memory access (SIMD vectors?)"
and
Exception was "SIGSEGV: invalid attempt to write memory at address 0x0000000000000003"
does it follow with some shit bout "i can't make this; life sucks; why did you build this it doesn't exist".... hol up i'll find it
I haven't seen the second one. I found a post referencing that it started occuring around teh same time they added IPv6. Apparently multihome was a solution ha
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
[2024.09.12-10.06.42:561][618]LogCore: Assertion failed: mConnectedComponent->IsConnected() [File:.\../../FactoryGame/Source/FactoryGame/Private/FGFactoryConnectionComponent.cpp] [Line: 135]
Attempted to disconnect an already disconnected connection: FGFactoryConnectionComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Build_AssemblerMk1_C_2146252690.Input0 <-> FGFact```
^thats corrupted buildings
Yeah - that's generally what I see after
means you fucked with blueprints and now life is pain
gotta go edit the save and delete it all
i guess it worked
yes, actually
yeah sometimes routers are weird abt that
that's exactly why I'm confused
Oh damn - we had some blueprints for steel that haven't caused issues but I started to build roads through blueprints.
that is definitely a bug in one of the router's firmware
When was the last time u updated either of them
when TCP/UDP combo is selected, one of the protocols isn't actually enabling.
Can u isolate it to one router?
yea blueprints are scuffed. they don't clean up properly and they scuff from there
xfi updates automatically and the UDMP updates whenever I get a notification that it needs one.
interesting
xd it can corrupt every blueprint you place and cause the server to crash when you delete them
maybe it isnt directly a bug
it's fun sh it
Not the server itself, but I could potentially change one of them back to combo protocol and see which one gives out
I dont think so I dont see anything like that
thats what I mean
I can try once I claim/set up the server
I need to transfer over my save file from my temporary server from my Tailscale network
yours might just be actually bad RAM; whats your mem check say
Any dedicated server fixes coming, or we have to wait until 2.0?
@tender thicket idk if you happen to know, but where is the save file stored for servers?
what os
windows
appdata
I'm looking in the server directory
U dont need to manually transfer the save
u can download it from the server thru the server manager
then upload it on the new server thru that same mgr
noted
but if u r gonna do that then thats the path
dumb question but do I need to restart the server for it to detect the save>
well yeah u need to do that as well
I think my SIGSEGV issue is specifically with the savegame code
thank you
i should be able to add that to my bat file
got it all
wow that was a wild ride
I don't know if it's the same error but I'm having this when trying to run in arm, the server starts but when trying to create the world this happens
Getting this error when attempting to join a friend's server. We've played plenty in the past but haven't played now since the last several updates
new patch is 7777 only tcp/udp
they need to fix their ports
My friend is having an issue connecting to my satisfactory server. Everything is updated, including the server and all of our clients. I have had five different people connect to the server and when they first do, they get a message saying theres no authentication token, and click something like "close" or "okay". Everyone except this one person is having no issues, but when they try to connect to my server they get no authentication error and the server just appears offline with no way to connect to it. Is this a known issue? Any help would be much appreciated
Thanks for the quick reply man. Looks like he already had the 7777 port, but is still having some weirdness going on. Appreciate the quick help though 👍
I'm having the same issue. One PC can't connect to server, but others have no problem. No errors, just appears offline. The really weird thing is that server log shows the incoming connection from them, but on their side they see nothing.
hey everyone so i watched a youtube video on how to set up a server and for some reason my friends cant join it and it keeps saying offline can someone plz help me with this problem im haveing?
Good to know its not an isolated issue. Are you sending them a direct IP or using some kind of subdomain?
direct IP. and on a local network
I'm sending everyone a link to my subdomain and its been working fine, just standard nginx proxy manager and opened ports.
So maybe its not a networking issue?
I really have no idea
You can double check if they can at least get a response from the http server
https:// server_ip:7777
And see if they get a cert error or a json response
Which means it's working
And if it is working, then the trouble is something with UDP
could you help me with my issue
Your issue seems to be port forwarding
Same thing
idk what that means
how would i fix it tho
A bit different depending on your router
Oh forgot to reply to @tight orbit
So he can connect to my direct IP not not though my proxied subdomain
Really confusing cause nobody else is having this issue
yay i still cant figure it on my own thats why i was asking if someone could help me like walk me tho it
i am i cant have anyone join and idk if i have things set up right
im confused could you help me plz
Not talking about your issue bud
oh but you know how to set up a dedicated server to where people can join it because im confused with the whole ip stuff
so me and some friends are trying to make a server and we're stuck on sever name pending
is that the problem im having
@heavy loom @radiant blade Both of you will need to forward port 7777 udp and tcp and the same for your firewall.
If you need a guide put your brand and port forward into google.
i did that already its not working
@radiant blade Can you connect?
yea me but when my friends try to it says offline
Make sure you are giving your friend your external IP. Type whats my ip into google and give them that do not share it here
ok so i do that and they should be able to connect to my dedicated server? sorry just wanna make sure im understanding this right
Yes that is your public ip to the internet. Give them the ivp4 one
ok but why does it keep saying offline if im not in the server thats another question i wanted to ask
thank you so much
Also, are you hosting and playing on the same machine?
like all on one pc
Yes
yea
There's currently a bug where the host leaving the server will cause it to crash so be aware of that.
Any update on Foliage ghosting being fixed for dedicated servers?
does it have to be a different computer hosting it?
It doesn't have to be, but if you leave and join constantly, restarting it each time may be tedious.
ok yea im trying to see if i have everything working right and if people can join me with no problems
Someone mentioned earlier that the devs are on a long weekend, so only the first patch was released.
but i think you fixed my issues
Enjoy 🙂
and one more thing do i have to leave steamcmd.exe open or can i close it
Should be able to
Hello fellow kings and queens of industry. I am running a dedicated server on my LAN. It's running a docker image in linux, 64 gigs of ram. 8 dedicated gigs of memory, 16 reserved. 64gb on the server. running an AMD 5700, ssd's etc. But despite having 2.5 gbe, I'm getting pings on my server of like 18-19 ms, when my LAN pings are usually in the 0-1 ms. Additionally, when i use the chainsaw, plants just stopped dissapearing. I get the leaves/ wood, but the models stay and persist even after a reboot.
ok ty so much can i add you as a friend
Sure
Thank you for the updoot kindly Ceo
Did yours also just start being a problem after the last update or so?
it says servers offline when i try to load into it do i have re open the dedicated server app? for it to be online
Yeah. We had a world that people were joining through Steam, but once we set it to a dedicated server the foliage started bugging. Now it seems to be permanently glitchy, even if we don't host it through a dedicated server.
Yes, it seems so, although I don't host on Windows, so I'm not even sure what the hosting solutions look like.
I have an on-going game and wish to have a friend from epic join my session
hes being unable to link hist account to steam and we are trying to play together using IP, how do I proceed after change this setting?
I gave him my IP but it didnt work
i know i did the whole port forwarding all right so it cant be that
@slate stirrup You will have to port forward 7777 tpc and udp and any firewall rules for those
i also did my firewalls to
do you have satisfactory downloaded @patent cedar
i need someone to test my server if they can to see if they can join properly
I'm about to run off for a meeting for a few hours. Someone should be here
ok well thank you for your help i appreate it
will try that, thanks
will do man sorry
no worries
hey y'all, any ideas on why one specific friend cant join my dedicated server? I and others can join fine, and he's validated his files. Just bought it today, we're on the same version of the game and the server is up to date.
He can ping my server fine
It seems who ever claims the server that account is attached to the server so when you leave it kills the ports and kicking everyone else from the server. Anyone know of a way to claim the server without adding a fingerprint ?
sorry, rephrased: you need to do it correctly
What happens when he tries?
api error, the standard one everyone seems to get
What ports are you forwarding?
Anybody know how I can set the specific time that the server restarts? I have it on a 24 hour restart, but it restart right during the time that everybody's playing at 8pm. Id, like it to restart at 4am. I have already tried setting the restart time to a lower number so it would reset at 4AM and Then after the restart set the restart interval back to 24. But then it just reset again at 8PM today!
anyone know why I got a Server restart in 10 minutes notification on a single player game?
Hey has anyone seen errors like these?
Friend and I were playing on the server and then out of nowhere it crashes and won't go online again
In the Server Manager, the "interval" setting is not an interval. The label is wrong. That is where you set what time the server does its internal maintenance restart. so if you want it to restart at four AM, set it to 0400.
so 24:00 = 8:00 PM???
Look up and you'll see:
Dedicated servers are now officially supported! Discuss away! Wiki for more info: https://satisfactory.wiki.gg/wiki/Dedicated_servers
Folks are updating it at they are able
24:00 is midnight. Based on the server's clock and timezone.
I did look a bit but I guess I missed this one bc I mistook it for one of the old ad filled fandom ones
thanks
cheers
That doesn't track because the server location is only an hour behind my time. meaning its restarting at 7:00pm (Server time) with setting of 24:00
double-check the server's clock and configured time zone. It's likely incorrect.
(most servers are set to UTC)
its on windows in a docker container. so windows time or is there a setting for dockers? I just checked windows... its set correctly (UTC-6) Central Time.
Add to your Docker compose file:
environment:
TZ: "America/Chicago"
then restart the container
Having issue on Windows computer dedicated host, receiving screenshot error. Is this a certificate issue? How do I resolve this?
cool, I'll try that
this is also usually caused by the server not correctly knowing what time it is due to time zone settings making it think it's in the "future"
Time is correct, I also verified timezones.
Is there a certificate file I need to look for or create?
The server will make its own self-signed certificate but you can also create your own if you prefer
I do see it says it created one
oh shit we can give it a real letsencrypt cert or something?
you sure can
the cert and its chain of trust go into a Certificates/ directory where the rest of the server is installed. The directory is not there by default
nice
Hey guys, I need some help here.
So I'm making a dedicated server with the steam tools, but for some reason I can't get the port to open up.
I can get into the server myself just fine, but my friends cannot.
I'm checking the port with a port forwarding tester and it's still showing closed even tho I have it opened in the windows firewall (TCP and UDP for both inbound and outbound rules) and for my router as well
Have you double-checked the LAN address you're forwarding to on the router matches the current LAN address of the host you're running the server on?
I'm running it on the same computer I'm gonna be playing on, so it should be the same as my computer's address right?
yes. Be advised there's a known problem with running the server and client on the same host though
if a player quits the server, the server misinterprets that somehow and the server then goes catatonic until it's restarted
yeah. I imagine CSS will have a fix for that pretty quick once they're back from the post-release weekend break
ok that's good then
I'm planning to start a world in a few months just so we can play when most of the shit is ironed out
Does anyone know where in the world this directory is? "/Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level"
I see no such directory on my server
yeah me neither
where'd u get that from?
there's a load error
where are you seeing that path referenced?
Any idea why the game thinks the time is in the future, and not pulling time from the host?
looks like an internal housekeeping reference and that doesn't look like an error; just a log entry
a few lines below the highlighted line it says "Load Error Summary"
at present moment the server will not go online
my friend and I were playing on it and out of nowhere it crashed
Looks like the server is logging times UTC, which is normal. Not sure why you're seeing the time mismatch error; that all looks good to me:
hmmm
the summary says "no errors found" there buddy (:
I see that too, but yet something is erroring out
the last line you showed there looks like the server nominally hitting the "waiting to start" state
well you're not wrong and that's why it has me so stumped. its waiting to start, but it won't go online.
that slew of errors happened right before the server seemed to die
it hasn't showed as online since
The server reports non-critical "Errors" quite aggressively. Mine has hundreds of logs just since UTC midnight today and it's been running fine:
$ grep -c Error FactoryGame.log
335
and i've uninstalled the files and reinstalled them clean, and it still persists.
Are you running the server and a game client on the same host?
no. server is on an entirely different machine
If you restart the server does it come back online?
nope
i've restarted it a dozen times or more by now
it always looks like its going online, but the client never sees it online
well that is odd; it won't usually go from "it works" to "it doesn't" spontaneously
is the server hosted on a home connection or in a datacenter or cloud provider somehwere?
yep! The exact timeline is this: My friend and I were both on the server. I opened a constructor that was making biofuel. I closed it, turned to the storage crate nearby and opened it to see no biofuel in it. Then I noticed the conveyors stopped, and the machines stopped. about 10 seconds later the game quit saying there was a tick error
home.
Is there any chance the server's internal (LAN) IP address has changed?
They are set static on my interfaces on this server
Can you double-check just to be certain? Not that I don't believe you but I like to cover all the bases
can confirm they are still the same
hmm
and can confirm the ports are still reachable, so its not a spontaneous port forwarding issue.
so the TCP and UDP ports are both open and listening but the server's just catatonic? That's wild
as far as i can tell, yes
do you mind sharing the WAN address so I can ask the UDP API about the server's health?
my friend was able to join the server once after all this happened but it basically lagged so much his client disconnected before he could actually fully load in
will DM
so suddenly now it works when I don't use the bat file and I run the EXE manually? that's really odd
removed and re-added server to client, noticed the time for "Validity" is stil ~45 mins away? 5:36 AM GMT? It's only 4:50am GMT...
is there a way to delete the self generated cert, and recreate?
omg these bugs, come the hell on
It doesn't seem to write the self-signed cert to disk, so AFAIK the only way to get it to eschew it is to provide your own
or I guess I wait 45 mins? 🤷🏻
I guess so. Maybe FICSIT is insisting you have yourself a sandwich
Thanks for the help @quick mist
sure thing
waiting worked
it writes it to the server settings sav
Except the option for network on server settings is there any other option that can be used to optimize network bandwidth ?
I tried to run dedicated server on 2 of my laptop (by Wi-Fi) and there is some lags/rollback but when i plug Ethernet cable no more problems.
I find this crazy that network is so much used in Satisfactory. Even endshrouded server (which can support more players than satisfactory by default) is not that much network user. And my satisfactory server is on the start (we don't have factory built yet).
Dedicated server... seems to crash when I log off? Anyone have any idea? Like I start it, it runs fine, then my client leaves and it seems to break the server. Restarting the server it just hangs and never comes back online. I have to delete the map file for it to work again.
Googling, I see a couple reddit threads talking about the issue, but no real fix for it.
Okay. Looks like joining via local host to the dedicated server on the same machine borks it. Gotta join through the external network IP even if on the same machine. Weird.
it's not about players it's about vehicles trains items creatures belts fluid levels
Hello everyone,
I’ve been trying to set up a Satisfactory 1.0 dedicated server using AMP by CubeCoders. The installation process seemed to complete successfully through SteamCMD, and I received the message "Success! App '1690800' fully installed." However, when I attempt to start the server, it doesn't run or crashes immediately.
Has anyone encountered a similar issue or knows a potential solution to get the server up and running with AMP? Any help would be greatly appreciated!
Thanks You!
what's Amp ?
mods are not supported by coffee stains studio
only the possible of developing them is supported
paid gameserver platform
It sounds like you should get support from AMP / Cubecoders if they're supplying anything more in depth than a basic VM.
hi does annyone know whith wich usr i need to create the restart service in debian?
go bug them, that's what you pay them for
preferably make a steam user, see the steamcmd docs
What are the recommended system specs for a 4 player dedicated server, if I wanted to host it on like, linode or something?
thnx
there should be a pinned message saying :
this channel is not nitrado/indifferentbroccoli/gportal/amp/<insert_provider_name> support service
this channel is for general questions about satisfactory for dedicated servers
or support / sharing about installing and running the dedicated server yourself
the safest is making a satisfactory user
and making the dedicated server directory its home
then add most systemd guards
I can share systemd template if want
would be nice but i have installed it allredy in the steam usr
Job for satisfactory.service failed because the control process exited with error code.
See "systemctl status satisfactory.service" and "journalctl -xeu satisfactory.service" for details.
steam@vmd34263:~/satisfactory$ systemctl status satisfactory.service
× satisfactory.service - Satisfactory dedicated server
Loaded: loaded (/etc/systemd/system/satisfactory.service; enabled; preset: enabled)
Active: failed (Result: exit-code) since Tue 2024-09-17 11:02:12 CEST; 5s ago
Process: 15517 ExecStartPre=/usr/games/steamcmd +force_install_dir /home/steam/satisfactory +login anonymous +app_update 1690800 validate +quit (code=exited, status=200/CHDIR)
CPU: 824us
this is the error i get with mine
Use journalctl for more info.
So try journalctl -xeu satisfactory
CHDIR sounds like a path problem. So either a path you specified does not exist, or the user running the service does not have permissions to access it. You will get specific details with journalctl
Deutsch
Hallo, ich habe eine Frage: Ich wollte gerne die Anzahl der Spielerplätze von 4 auf 10 erhöhen und habe das auch schon versucht. Dennoch wird weiterhin nur die ursprüngliche Anzahl angezeigt. Was kann ich tun?
Englisch
Hello, I have a question: I wanted to increase the number of player slots from 4 to 10 and have already tried doing so. However, the original number is still being displayed. What can I do?
ok i will lokk into this
░░ Subject: Automatic restarting of a unit has been scheduled
░░ Defined-By: systemd
░░ Support:
░░
░░ Automatic restarting of the unit satisfactory.service has been scheduled, as the result for
░░ the configured Restart= setting for the unit.
Sep 17 11:03:09 vmd34263.contaboserver.net systemd[1]: Stopped satisfactory.service - Satisfactory dedicated server.
░░ Subject: A stop job for unit satisfactory.service has finished
░░ Defined-By: systemd
░░ Support:
░░
░░ A stop job for unit satisfactory.service has finished.
░░
░░ The job identifier is 2389 and the job result is done.
Sep 17 11:03:09 vmd34263.contaboserver.net systemd[1]: satisfactory.service: Start request repeated too quickly.
Sep 17 11:03:09 vmd34263.contaboserver.net systemd[1]: satisfactory.service: Failed with result 'exit-code'.
░░ Subject: Unit failed
░░ Defined-By: systemd
░░ Support:
░░
░░ The unit satisfactory.service has entered the 'failed' state with result 'exit-code'.
Sep 17 11:03:09 vmd34263.contaboserver.net systemd[1]: Failed to start satisfactory.service - Satisfactory dedicated server.
░░ Subject: A start job for unit satisfactory.service has failed
░░ Defined-By: systemd
░░ Support:
░░
░░ A start job for unit satisfactory.service has finished with a failure.
░░
░░ The job identifier is 2389 and the job result is failed.
can you see something i have no clue about this
Not really. It does not give any good insight into what's happening I'd say.
Can you dump your satisfactory.service definition?
Did you verify that all folders mentioned in said file actually exist? How do the permissions look?
(Run ls -lisa <path> on all mentioned paths)
what is -i doing ?
I always do ls -lhsa
-i, --inode print the index number of each file
Not really that useful most of the time. Just became a habbit
usr/games/steamcmd = 26546 5 -rwxr-xr-x 1 root root 940 Apr 22 2020 /usr/games/steamcmd
/home/steam/satisfactory = 26920 9 drwxr-xr-x 6 steam steam 11 Sep 17 09:09 .
25997 9 drwx------ 9 steam steam 17 Sep 17 09:09 ..
28048 9 drwxr-xr-x 7 steam steam 7 Sep 15 18:23 Engine
28049 9 drwxr-xr-x 7 steam steam 7 Sep 15 18:23 FactoryGame
28837 5 -rwxr-xr-x 1 steam steam 282 Sep 15 18:22 FactoryServer.sh
28838 17 -rwxr-xr-x 1 steam steam 69540 Sep 15 18:22 Manifest_DebugFiles_Linux.txt
28725 13 -rwxr-xr-x 1 steam steam 46541 Sep 15 18:22 Manifest_NonUFSFiles_Linux.txt
28726 589 -rwxr-xr-x 1 steam steam 3711685 Sep 15 18:22 Manifest_UFSFiles_Linux.txt
28050 1 drwxr-xr-x 2 steam steam 3 Sep 15 18:23 linux64
28051 1 drwxr-xr-x 4 steam steam 5 Sep 15 18:23 steamapps
28375 21193 -rwxr-xr-x 1 steam steam 40226316 Sep 15 18:19 steamclient.so
/etc/systemd/system/satisfactory.service = 30151 5 -rw-r--r-- 1 root root 577 Sep 16 08:32 /etc/systemd/system/satisfactory.service
up
Can't find the contents of your "/etc/systemd/system/satisfactory.service" anywhere
I mean what was originally asked is systemctl cat satisfactory.service
and journalctl -eu satisfactory.service (why use x ?)
/etc/systemd/system/satisfactory.service = 30151 5 -rw-r--r-- 1 root root 577 Sep 16 08:32 /etc/systemd/system/satisfactory.service this?
To only show errors, but I guess all wouldn't hurt
No, I mean the contents, sorry
So do
cat /etc/systemd/system/satisfactory.service
or
systemctl cat satisfactory
this will only show systemd errors I belive
you want context so full is needed (include "internal" error)
Huh, good to know!
Wait, has @past plaza already shown the service file and I'm just blind?
thinks like "no directory so trying to clean up
finally cleaned up, now exiting 1"
will only show as "now exiting 1" which does not give info
they never showed it
they never executed systemctl cat satisfactory.service
(or at least never showed it there)
systemctl cat satisfactory.service
etc/systemd/system/satisfactory.service
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/usr/games/steamcmd +force_install_dir "/home/steam/satisfactory" +login anonymous +app_update 1690800 validate +quit
ExecStart=/home/steam/satisfactory/FactoryServer.sh
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
WorkingDirectory=/home/steam/satisfactory
[Install]
WantedBy=multi-user.target
systemctl cat satisfactory
etc/systemd/system/satisfactory.service
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LDLIBRARY_PATH=./linux64"
ExecStartPre=/usr/games/steamcmd +force_install_dir "/home/steam/SatisfactoryDedicatedServer" +login anonymous +app>
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
WorkingDirectory=/home/steam/SatisfactoryDedicatedServer
[Install]
WantedBy=multi-user.target
somehow i get different results
You probably installed the service, then changed the service
That may explain it :D
so rm it?
Nah, if the paths look correct when you run cat /etc/... , so the values in systemctl cat ... look outdated, try running systemctl daemon-reload
Englisch
Hello, I have a question: I wanted to increase the number of player slots from 4 to 10 and have already tried doing so. However, the original number is still being displayed. What can I do?
that's not how it works
why did you write this
it's documented nowhere like this
wow i fixed my path issue because of you leeding me to the right thing thank you a huge lot ❤️
Sorry, I'm very inexperienced in this area and thought GPT could help.
such a genius 🙂 love it ❤️
okay 😅
Thx
So works now? Great! :)
yeah 🙂 i would hug u if i could ❤️ ❤️ ❤️
No problem, I was suspecting that from the start. Happened to me just yesterday with a different service 😂 have fun playing
Interestingly, my debian warned me about it, when I re-enabled the service
you're so wise 🙂 just 0ne more question do you know where the world is saved in the server?
Is there anything like "public" server? I mean a dedicated server maintained by the game authors
sorry 2 more questions 😮 just stop the server with sudo systemctl stop satisfactory.service or? 😄
Should work no problem :)
But to be extra save, you could also run quit within the Satisfactory console
such a wise man ❤️
i guess
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Loading_a_save_file
But you can now also manage all of that from within the game. So uploading and downloading saves can be done by an administrator user without touching a terminal :)
ah i think to complicatet i see ^^
hey guys im having trouble getting a server online. it doesn't seem to be listening on ports 15000 and 15777 even tho they are in the unit file and does seem to be listening on 7777
Check pinned message
Only port 7777 is used since 1.0
So make sure 7777/tcp, 7777/udp are both open and correctly forwarded.
We no longer have a dedicated beacon port, etc.
mb
so remove them from the unit file?
I got an question
if you don't want to pay for like 16gb of ram ect ect
can you host the save localy via steam for example and then use somthing like github or dropbox to share the save files when your done with the save so other people can play on the save while your offline and host it for them self
Does anyone have a fix for server crashing when trying to save a blueprint?
no
among other things yes
so if that not the issue im a bit stumped
When i'm joining my dedicated server, my game crash instantly :
Version: 366202, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: Client, IsUsingMods: No, IsSaveGameEdited: No
Fatal error: [File:C:\BuildAgent2\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Core\Private\HAL\FileManagerGeneric.cpp] [Line: 54] Failed to read file: C:/Users/Ramir/AppData/Local/FactoryGame/Saved/SaveGames/blueprints/Bab'Factory Inc./Bab'Factory Inc3Assembleurs.sbp
the ports open, it there anything else i should be looking at? major causes i may have overlooked?
How much would it minimum cost to buy/build a self hosting "server" for this game?
Never got problem running multiple dedicated server on multiple games on Wi-FI, only satisfactory flood the network idk why.
Currently except creatures there is nothing on server. We just builded hub nothing else. And number of player impact network packets send/received. So player have a small impact. But for the moment as I said there is near nothing so too much network activity is a bit strange.
Hello,
I have a small problem with my server. I am with the provider G-Portal and the server always restarts at midnight, even though I have manually entered a different time. According to my provider, the restart is controlled by the game. There is also a message from 11 p.m. that the server will restart in 60 minutes. Is there any way to deactivate this so that the server restarts automatically when I manually enter a restart time?
maybe try getting rid of the '
or that file is missing, or not readable for some reason
I got the same message from a different provider
i guess they added a 12am restart
It's just annoying when you have a late shift and want to enjoy the evening in front of the PC and then the restart comes and you have to think... bed or log in again and carry on gaming
do i have to get satisfactory for my dedicated server machine or i can just run it
From free to very expensive, it depends how resourceful you are or how long your willing to wait for good deals to pop up on various second hand markets.
I feel the question you need to be asking is, what specs should i be looking for when building a server.
The answer of which is available in the wiki - https://satisfactory.wiki.gg/wiki/Dedicated_servers#Requirements
dedicated server does not require purchasing or a steam account.
it can be downloaded/installed using SteamCMD as an anonymous user - https://satisfactory.wiki.gg/wiki/Dedicated_servers#SteamCMD
(so you dont even need to install steam on the server, just needs the steamCMD to be used... which is not the steam client... thus a server wont be logged into any accounts etc)
Server settings are getting reset when I restart the server (which doesn't really help for settings that you have to restart the server to apply). I assume they're not writing to whatever config file is being stored by my server host. Does anyone know the path to the config? I can't find it just by poking around lol
I suppose, to be most specific, the file where the "server settings" are saved.
detailed path location info here - https://satisfactory.wiki.gg/wiki/Dedicated_servers/Configuration_files
Thank you!
your wifi can be very bad, it happens very often, wifi quality have huge variations accross vendors and providers and compatibility
that's partly against what wifi 6 as been implemented
wifi 6 have higher compliance constraints, the peak wifi 5 works very closely to wifi 6 baseline
what I mean, is that if you have 1Mbps it's enough for the server to run
alright thanks
Hey guys. I'm running a dedicated server using the wiki, I'm running it off of the Epic Games instance. One of my friends running Satisfactory on Steam can join the dedicated server with no issues, but another friend who is also running the game off Steam cannot. Their setups are functionally identical, and the second friend gets the old "Server name pending" when he inputs the IP into the server manager. Any ideas?
Despite what the description says, the “server restart interval” setting controls the time at which the restart happens. 00:00 is midnight, 12:00 would be noon, etc.
At 0 o'clock, midnight, the server restarts, instead of 3 o'clock which I entered manually. Probably triggered by the game.
What time zone are you in?
I set my server to CET time everywhere and its definitely following that time (UTC is different)
windows
the 'interval' which is actually a clock... uses UTC, so depending on timezone you may be UTC + 1, UTC + 2
thus the clock will restart at 00:00 UTC.... which could be 23:00 (UTC+1) or 22:00 (UTC+2) depending on time zones
Is this some one trying to aces ths server but not from a game slient?
from what i have seen... yes, and its mostly like a legit security company performing port scans on your IP, or could be hackers port scanning an IP for vulnerabilities.
port scans often just try opening a socket but might not be a full HTTP/s request.
it can be mitigated via firewall rules to only allow expected IPs to connect (ie a whitelist of allowed IPs)
having done this myself and setup my security software, i get notifications from my security software that it blocked connections attempting to access the port that are not in the whitelist.
there are often servers trying to hack you
if you whois the ip, you might find that its intentionally probing for security holes/vulnerabilities/bad setups
they usually explain and mention some way to opt out in the who is ip description ( but its fine )
usually get around 5 or 6 a day
thus its good to setup your internet security accordingly.
which is just good practice for any computer you expose to the internet (not just games)
thus its a good idea to setup a whitelist of allowed IP's
i know exactly what you mean. My friends and i are all working now and we all have not much time anymore like we used to have. Its a annoying reminder that reminds you that you have to sleep soon :/
do i need to change anything like path name in some command files if I want to transfer my server folder from C drive to D drive?
ok, so I found an even simpler solution for the cannot connect to api error
you need to add brackets around the ipv6 address like [2001:0db8:0000:0000:0000:8a2e:0370:7334]
Mitteleuropäische Sommerzeit GMT+2
im not sure if there is a way to change save location or not (no details in the wiki) however its possible to create symbolic folder links where some C: folder points to some D: folder.
This can be done from windows directly or using powershell, but if you like a user friendly method, then perhaps check out 'junction link magic' which has a nice easy to use UI for setting up symbolic folder links.
this way when the game goes to C:\some folder... it gets redirected in the background to D:\some folder
Hey guys, ive got a problem with my server. I forwarded the ports 7777, 15000 and 15777 through my router, also added them to the ubuntu firewall on my server, reloaded it, but it still doesnt let me connect via external ip addres. Internal works perfectly fine.
You don’t need 15000 and 15777 anymore
Did you ensure you did port 7777 UDP and TCP?
Yea, i did both TCP and UDP
double check your router config
Wait you said you port forwarded on your router AND your Ubuntu firewall?
ill do that
Do you have two firewalls on your network?
nono, i allowed them on the firewall
thats what i meant
most envrioments do yes... ie the router firewall then th e machine firewall
i wish i would be able to run with a white list, but some one i play with dont have static ip, and sometimes use 4g/5g 🤷
i guess i can try to block for the common port scan trafic types and see fit that helps
While they may not have a static IP, they may have long DHCP lease times, and so while technically not static, they may find they have the same IP over long periods, sometimes even years. Worth checking how often it actually changes.
it changes quite a lot sadly, there is a 50/50 chance it will change on a reboot how its set up at my IPS
or thats what im told 😛
but then again, another ISP told me they are not able to see my IP and i had to tell it to them for them to enable static ip 🤯🤯
A router should not need to be frequently rebooted, if it does need it, consider getting/using a better router :/
they use the best money can buy. 😛
sagemcom fast 3890v3
Think that's more likely to be user/operator issues on their end lol
usually you can just setup your server on ipv6
cries in isp provided router
While ipv6 helps for some cases, it does not help when setting up a whitelist for incoming traffic from a user whom IP is not static.
i think they are pushing old qeuipment to the limit to provide gigabit down, and do a shit job of firmware, i have reported several toggle options that did not work over the years. so the push firmwae updates 1-2 a month resulting if frequint updates and well swap of ip 😛
static ip is an addon at my IPS, i have complained so many times they just ended up giving it to me free of chrage until i change ISP
the pos I have takes 2gig in but only has gigabit ports and doesn't support LAG, a heckin 20 bucks tplink switch does
Does anyone have the problem too, that when he removes a wall the wall doesn't disappear but you can go through it? xd
Sounds more like a general game issue rather than a specific issue relating to dedicated server.
(tbf the tplink easy smart switches are great for the price)
its only on my dedicated server
IG try to increase network quality
So it works when you move the save to your pc and you run in single or multiplayer mode??
when i rejoin the wall is gone haha, thats the thing
I wish there was some ok cheap options for a router with coaxial connections for doxis 3.1 but last time i looked it was just not worth it, and i would prefer to totaly bypas there trash box and not have it in bridge mode.
where do you live? here in germany we have fritzbox and they are great
EU
got a link for one?
yeah sure, wait one sec
Aye I've done similar in the past with cable modem/routers, switch it to modem only mode then use a better router.
As for your friend and their constantly changing IP... It's kinda their problem to solve/improve the situation.
But I get you in the middle of it.
If it's too much hassle to track the IP but still wish to secure the machine then VPN is another potential route, but will likely add some additional latency.
I have the same issue on a dedicated server and it's very annoying. 😬
yeah but i hope there will be a fix soon
sent it to you in private
Fritzbox are not great lol.
Might be better than some, but certainly not great.
Microtick, Ubiquity are considered to be up there in terms of top rated routers/gateways.
But this topic is somewhat digressing from the problem at hand.
for a normal house they are more then ok
so, i double checked router config, even ran nmap, nmap says host is up and the port open
but it still wont work
you know how it is, if you are the person who knows the most IT it will always find its way to you as a problem 😛
I have a question regarding my dedicated Satisfactory Server when I try to connect to the Server the Servers says "No EncryptionToken specified, disconnecting" what does that mean and how can I fix it?
Can y'all explain the functional differences between using ipv4 or ipv6 with the dedicated server?
are you using the server manager tab to connect? Not the multiplayer tab.
Is it possible to change the time at which the server restarts w/ the 24hr restart interval? Mine restarts are 7PM Central every day
multiplayer tab
Yea, DONT use the multiplayer tab. The server manager tab is where you connect to dedicated servers.
If you mean like a benefit, there is none. They both do the same thing.
use 'server manager' to connect to servers, dont use the join game method
yeah that's kinda what i was getting at. cool, thank you!
can it be that the server automatically changed the port to 7778 or something?
the 'interval' is not an interval, its a 24hr clock, so if you want to restart at 7 then set the clock to 7
its wrongly worded 😦
note the clock is in UTC time... so be sure to offset the time according to your time zone.
hm its set to 24 but restarts at my 7 so ill have to figure out what time zone it thinks its in
ah makes sense. ty
in the Server Manager it tells me that it failed to connect to the server api
check your server firewalls https://satisfactory.wiki.gg/wiki/Dedicated_servers#Port_Forwarding_and_Firewall_Settings
hm, but why wont it work when even nmap says that it can connect
it works with every other game i did this
you got it reversed
(utc 0:0 triggers at 2:0 utc+2
it does... i think at that moment in time i was thinking along the lines of... if the desired time to restart is say 00:00 then one would want to set the timer to 22:00 for a timezone that is UTC+2 (tho maybe that was not communicated as well as i could have done 😆 )
Thanks for keeping me honest 🫡
any public dedicated servers?
ahhh my daily I have to restart my server in the morning, this is AWESOME
the time interval is in UTC apparently
I hope they fix these dedicated server bugs, this is really annoying