#dedicated-servers
1 messages · Page 103 of 1
Hi setting up a windows server and keep getting this error over and over when booting it, I have 7777 port forwarded in both TCP and UDP
then play peer 2 peer
in my life
or pay a hosting co
im poor
well then figure it out dude
and i dont wanna use a like where i host
u kinda need base knowledge for this stuff
theres no videos other than that one and it doesnt help
i dont wanna have a computer science degree just for this crap
u dont need one
dont i need linux for it tho or not?
somethings already using port 7777, u need to figure out what is
I currently use docker desktop while waiting for windows version to be fix
or if u just restarted the server u cant kill the server when ur not using it u have to exit with ctrl
Whats broken with the windows version?
ctrl c*
nothing is using port 7777, 7777 is only port forwarded for the satisfactory server
then an improperly exited satisfactory server is using it
u killed it incorrectly
Sick, so anyone got a pin or post that may assist with failed to connect to server API
make sure ur port forwarding 7777 udp/tcp, go to https:// ip:port and show us what u get
Just running on a windows machine, port forwarded and made new firewall exceptions and then double checked the exceptions done a clean install
what would the process be called in task manager so I can bash it on the head lol
just check for whats using 7777
How do I do so
if you know the commands, you can check it in cmd
or there's apps for monitoring ports
Ran netstat for that port
nothing
ran it for other ports I know i have stuff running on and they returned correctly
resmon.exe
So nothing is using 7777 100% but still getting that error message over and over and unsure how to resolve
id like to know this too bc mine keeps dying
nvm i see the thread
Quick question, I am trying to use a blueprint I have downloaded. I put it in the Saved/SaveGames/blueprints/save name folder and it didn't show even after a restart. I read somewhere I need to create the blueprint the world first so I created the blueprint using the blueprint machine then pasted the blueprint over it and it still pasted the original build even after a restart. I tried deleting the blueprint from my folder and restart and it showed back up. Is this coming from my server? If so where can I find the blueprint to change it to the one that I want to use?
headache intensifies
Wasn't returning but I knew for a fact I had opened the ports so I just went for old reliable and restarted my router and now it all works
im fuming
this might actually help.
sometimes magic happens XD
so it turns out because Im using nord vpn on the same server it is causing this however I use nord vpn split tunnelling and only select the apps I want covered by vpn so im confused as to why its causing it
blueprints are absolutely cooked right now try to avoid using them
they are super buggy
Could you explain why they are cooked?
they are just buggy rn
I saw someone deploying a blueprint but it always place in the blueprint maker itself.
Is anyone else having issues with servers running on Windows?
better to not use them at all
Hmm I see
yo I was playing satisfactory like 2 years back, how did this update blow it up so much?!?!
til its patched
they released it without testing to preserve the surprise of 1.0
slightly came back to bite them
Hey guys! Quick question. What is the path to blueprint files on linux DS? (in a container if that matters)
If anyone is interested, the PHP API interface has been updated to include some new features:
it currently can get the state of the server and also Set the options and Advanced options via the API
https://github.com/oarko/SF-ToolsPHP
It's easier to say "I'm having x problem" instead of asking if there are problems.
Man.... PHP code has changed so much since 06.... 😂
it is also easier to ask if there are known issues specifically on instances running on the Windows platform rather than repeating the same issue over and over and getting a response of "yeah that's an issue with the windows platform"
this should be a forum, not a discord server
Is that yours out of curiosity?
it has, After PHP, i may attempt working on Python
Yes.
I wanted to comment on your fork saying I liked your work but your repo isn't open to Issues. So nice work (:
I started with https://github.com/dopeghoti/SF-Tools as insperation.
Check threads, or the QA site. That's your best bet to try and find known issues.
Oh, I don't use github much, Don't know the ins and outs
thanks
No worries (:
I never could wrap my head around OOP. Love that PHP supports it now though.
insofar as PHP supports anything (:
something something php_hammer.png
Classes have been around for a LOOOONG time, Not really OPP
LOL I literally just read you name and noticed who you were 🤣
@sour parcel I was thinking you might take your implementation example out into a separate file that does a require_once() to include your library to:
- show others how to do so, and
- take the implementation example out of the
require()d file.
Ya, updated the Readme.md to cover that with the new update
I know there is a lot of documentation work that needs to be done, the API documentation is rough.
beat me to it then (:
it's rough but seemingly complete, if sparse on some examples; that's one reason I've added examples for the REST endpoints to my repo
If you look at the new code, Let me know what you think
Ty Kindly!
looking now, first thing I see is at e. g. Line 56, you hard-code the REST API version rather than referencing the constant defined on line 3
Or use your local ip if you're connecting locally.
well i did that
and i think i used the right one
but now it says the name is pending
but nothing is showing up
like it should to name it
or to auth it
True, thought about that already, just didn't get around to it yet... there is a lot to still implement too.
you also might find my IP_v6 branch of interest that adds support for IPv6 on the UDP endpoint
Would love some time with the API developers too.
But IP6 is on the todo list.
The initial version was handled by Bogdan, but I'm not going to ping him; he's hopefully busy working on the server (:
Working with him was how I got the version of SF-Tools that worked prior to 1.0 up and running
Well, I won't either, but if he hits me up👀
does anyone know my issue cause i swear i opened the server and i opened the server file should work but i cant auth it or name it it just says needs to be named
Unable to connect to server after restarting. It was lagging a bit and saw these messages. They are still present
Unfortunately I am off to bed for the night.
one thing is should it say my ip when i start the server or not cause it only says this
LogServer: Display: Binding Server API socket FGServerAPISocket to address [::]:7777
LogServer: Display: Binding Server API socket FGServerAPISocket to address 0.0.0.0:7777
LogServer: Display: Server API listening on '[::]:7777' (Standalone)
LogServer: Display: Server API listening on '0.0.0.0:7777' (Standalone)
have a good sleep!
That is normal- that means it's binding to all interfaces on both IPv4 and IPv6 for both API endpoints
yes, it should, but if you're on the same LAN, you may need to use your server's internal address depending on your router
but when i use the command ipconfig in my cmd it says a diff one than like Whatismyipadress
but when i put either one it it says server name pending and idk what to do from there
OMG
i got it
\o/
sometimes it's the simple things
still thx for the help
sure (:
having same issue myself. my dedicated server (G-Portal hosted) was lagging and now I am unable to access the settings and server.
Have an issue where a buddy on my dedicated server disconnects nearly every 5 minutes. Sometimes more, sometimes less. It runs fine while he's on and can reconnect easily, but just has momentary disconnects. Would changing the "Network Quality" settings expect to help, or are there any known fixes for this kind of issue?
yeah upping the quality can help
Upping the server end? Or just the client? Or needs to be both?
unless your server is a real shitter id advise upping both it and ur client to ultra
Okay
Thanks, will give that a try. For some reason the server defaults back to "Medium" occasionally on restarts.
I'm sure there's probably a command on startup to set that permanently.
Hey I know people have asked this before but I'm trying to increase the player limit and I know it has something to do with this line (-ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8) but I'm not sure what part to paste or where to paste it. I tried in the Steam game properties, nothing, the game server file, crashes the server, and the external file in the Windows config, nothing.
I know I'm doing something wrong, but if someone could just help me quickly, I'd be highly grateful!
in ur server launch args
how do u launch ur server
I've been using the Steam thing from a tutorial I watched. I'm assuming this is the default.
not sure if I set it up right, but there is Discussions now available.. I think.
paste that code in the console as well
I'm new to this so I'm just a little confused. I have the server currently running and the console doesn't seem to recognize the code. Do I need to open a specific file inside these folders and paste it first? I've tried pasting in a couple suggestions I've seen and they crash the server on startup.
I launch it from the application in the folder.
Okay
Go to the folder thats in
and shift + right click
sorry just right click
then open in terminal
ignore these messages.
then type .\FactoryGame -log -ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8
might need to be .\FactoryGame.exe -log -ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8
this is how you launch the game from now on
Open in terminal... I actually don't see any options for it.
Sorry about the trouble
dont shift
that was wrong on my behalf
I did normally right click as well.
I clicked on Show More Options since I didn't see it.
Does ur right click not look like this?
No, it doesn't. I likely might not have used Terminal before so it doesn't recognize it as an option.
right ok
run terminal
so search for it or whatever
tell me when uve done that
I might need to now go learn Powershell before I ask more questions... Didn't think it'd be so complicated.
I know how to make a file path, so what command do I need to put in to have it search for it?
Feel free to DM me the link
why dont you use windowsgsm?
can you cd to the folder where your server is?
easier to setup a Server
could just make a .bat or .ps1 script..
bats prob easier
Haven't heard of it. Like I said, I'm really new to all of this.
The tutorial I watched kinda just has everything set up easily. I didn't think I'd have to go so under the hood to increase player count.
if u install docker u can run a docker image that does it all for u
Okay, let me do that really quick, then. Whatever is easiest, I'll work with it.
but that involves installing docker desktop and getting the image
and then youll have to download your save from the old dedi (pretty easy)
Yeah that should be easy. I see the download save button.
paste the following into notepad, save it in your "factorydedicatedserver" folder.
Name is "start.bat"
@echo off
FactoryServer.exe -log -unattended -ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8
Oh, so if I do this, I don't have to install anything?
Yup
then just double click "start.bat" to launch the server
Okay, thank you so much!
I'll report back if it works quickly. Lemme shut it down quickly.
@tender thicket @edgy mortar Thank you two so much! I'm very happy you both were able to do that for me!
he did the work
So i'm playing on a dedicated server with a friend and my game crashed (for the 100th time) and when I logged back in i had nothing in my inventory and my character model was off sitting drinking coffee where I was when I crashed how do I get my character back ?
beat the fuck outta him
has anyone come across. fix yet for the server stopping the world when you leave the game.
scenario:
dedicated server running on my Windows 11 PC
I play the game
exit the game
from there the server appears to be running but no one can play any more until I restart it
actually ?
known windows bug, gotta wait for a patch
works for me
If you kill the sitting character it drops a box you can loot.
mint, thank you 🙂
You might need to redo your customizations, though.
Seems for whatever reason the server sees you as a completely different client.
Well this game has been nothing but bugs and crashes since 1.0
css is back in the office today so patches should start rolling in soon
I wouldn't say that. It works really well. Only issue I constantly see is just enemies clipping into walls.
Though can't say much for dedicated servers since I am very ignorant about it.
It has been tho I crash like every 10-15mins it's not the server cause my friend has no issues. I have really bad stuttering my character movement locks and i'll just run off in a direction with no ability to control my character. Now apparently there are two of me it's been all issues all day
does setting the restart frequency to 00:00 stop it from restarting?
so hopefully they can push some updates quick/soon
up ur network quality
the frequency is actually the restart time in utc, its super poorly worded
300MB speeds no issues with any other games/streaming etc just this game
did u up ur network qual?
the game setting
oh, thats interesting
idc abt ur internet speed
yeah its at best poorly worded and at worst a bug
never touched it touch
up it on ur client and on the server
ok hopefully this makes a difference
and froze during launch 😦
just a basic gportal server used em for plenty of games with no issues. Problem is client sided cause my friend has no issues. And it's only with this game I have an issue. Sometimes it lets me load sometimes it crashes like 4-5 times just trying to start the game. Uninstalled reinstalled. Made sure everything is up to date driver wise verified files you name i've done it.
Can you play single player normally?
haven't tried
but since the problems start from just trying to open the game up. Guessing it's not gonna be much different
Yeah, but there's not much they can help with if it isn't the server itself. Bad save/character data can have the same effect in single-player so you would have to try it on a fresh save. If it's just your pc or gportal being a shitter there's not much they can do in the dedicated-server support
Is there a way to configure the aggressive mobs to be stronger?
am I right in assuming that an WAN ip address on my router of 100.92.xxx.xxx means I'm behind CGNAT?
we had stutter issues before... my wife had it, she was on wifi, i hard lined her system again and the stutter was gone
i'm on a hardline. My modem is 6in from my tower
Sounds like a job for mods.
huh does anyone else's server also listen on 7778 in addition to 7777
single instance running, same pid, and 7778 is udp-only
This is mine
its a bug. v6/UDP will always bind to 7778 and v6/TCP will jump around if you don't pass the port argument
neat
every time I quit to the menu, my dedicated server switches to offline... anyone know why?
I am having really bad ping issues with the dedicated server - usually worse when more people are online. Running the server in AWS. No issues on U8. Does anyone have suggestions for improving network performance?
known issue, until then, host from a box other than the one you're playing on if you can
yo guys, is it possible to set an admin password and hostname before the first player joins? i read it is but doesnt work for me
connect before they do?
Hi!
I have a dockerized dedicated server at my home and I wonder to know if anyone know a solution to retrieve the server stats with a discord bot. I think with a http request, but I don't know if the API provided by wolveix dockerized version of satisfactory server can do that.
If anyone have the solution, I will take it
what kinda stats
The basic stats, like the amount a connected players, the actual tier, milestone, etc.
yea like set the admin pw/hostname before someone claims the server, in config files for probably?
there's also a library or three that have various parts of it implemented, also linked in the docs
yup gotta do it ingame or through the api
any documentation for the api?
SteamLibrary\steamapps\common\Satisfactory\CommunityResources\DedicatedServerAPIDocs.md
everyone has a copy of it
much appreciated
the docs have a few issues, but mostly just parameter/variable casing
wiki might not be updated in that case is mentions this could be done in ServerSettings.ini
link
oh lol now i see there are 2 wikis, when googling fandom wiki is 1st choice
was referring to that
lmao satisfactory wiki admin also edits the fandom one
nvm im looking at ancient edits, so used to, anyway
there are people still editing the fandom one, smh
My boyfriend is trying to connect to my server (hosted on linux), i did open port 7777 to UDP/TCP and also i can connect to it locally from my PC, any idea for a fix?
when you say open port, is it both firewall and forwarding ?
- did you double check the forwarding rules goes to the server machine
- did you double check the forwarding rules does not perform port mapping (i.e 7777 to 6789 for instance) and is active
- are you giving them your public ip
- you are not under CGNAT, / you already successfully host other things ?
- Yes
- Yep it’s default
- Yup I do give public ip
- A lot of things starting from Minecraft up to web hosting
are you running it under docker ?
if yes is your container up to date (especially wolveix one, got a few updates lately to workaround issues)
I have dedicated server running on docker(pterodactyl) and my settings(server settings tab, especially autopause and autosave after player leave) resetting after every restart, how can i fix it?
iv got a server up and runnin and its working for me but for my friend its saying offline any ways to help fix?
port fowarding is open udp tcp both 7777
I have a problem that I have set up a satisfactory server on the pterodactyl panel on my own vps and the problem is that I start the server but when I try to create a world or upload a world it is as if the server ignores it and something seems to be loading but eventually returns to the same position, i.e. there is no world at all and it still asks to create it... Does anyone have any ideas about this?
Hello together, I set up an satisfactory server an followed all steps on the wiki. And set it up as a service afterwards. Now my CPU usage is always at 100% since the steam user executes a command called ./Opera. it runs in the cloud on a KVM Server, and uses Ubuntu 24.04.1 LTS6.8.0-44-generic.
Here is a screenshot from the top stuff:
Does anyone know what or why this happened? A restart did not get rid of it.
no idea why thats happening... but you sure you read the wiki ?
as the ports listed in your screenshot are no longer used.
I did not compleatly read it, i just followed all the steps that were written down.
1.0 uses only 7777 both TCP and UDP, so your other ports - assuming you upgraded to 1.0, are not used.
hm, then someone should update the wiki. Or is there an updated article somewhere?
could also depend on how the VM is configured for CPU type, or the VM culd be running on a low end CPU, or simply is shared by other VM's so your only get a slice of the total CPU
the wiki has been updated (link in channel description)
ah ok, i was still using fandom.com, but its nice to see satisfactory moving to somewhere better. Thanks
does anyone know why my imported blueprints arent showing up on my dedicated server? i have them in the right folder
im currently restarting the server to see if that fixes it
is this a preconfigured vm ?
are you paying for cpu usage ?
because this looks like scam or bad usage thing
getting this
It runs stock ubuntu, but no, the steam user was set up by myself. And no I don´t py per CPU, its a fixed price for virtual hardware.
Quick question, is there a setting or mod/plugin that allows you to have an interactive map on the servers? Which is always updated automatically?
And i just did a complete reinstall of the server, this time following the instruction on the new wiki, and the command is still there and getting executed.
Hi can anyone help me with the dedicated server on epic games "Failed to connect to server API"
never seen anything like it
anyone ?
Will require someone create a mod, best to check out the modding discord to see whats available.
patient much.
use server manager to manage and connect to dedicated server, dont use 'join game'
if using server manager, then check your ports... https://satisfactory.wiki.gg/wiki/Dedicated_servers#Port_Forwarding_and_Firewall_Settings
how can i get the information about the "connected players" on the Server? I use lgsm and with ./sfserver details i don´t get the connected players.
from the server manager it displays how many players are connected, alternatively you can create something to talk to the API and query the player count. https://satisfactory.wiki.gg/wiki/Dedicated_servers/HTTPS_API#QueryServerState
session ids have nothing to do with dedicated servers
Okay thanks
Thank you
And i did all that and i still get the same error
is the server self hosted or hosted by a service provider?
if a service provider, raise a ticket with them.
if self hosted, how? same machine your gaming on (not recommended) or on a seperate box inside your home network?
if on a seperate box inside your home network are you using your internal IP or are you trying to connect using your public/internet IP?
Self hosted on the same machine
and the address your connecting to is... an internal address or public address?
Public address because i have friends who need to join me after
right, so, friends will use public address, but unless you have a router that supports and has enabled 'NAT-Loopback' / 'NAT-hairpin' then you use local/internal address
so try using the local address and not your public address
ok thanks i'll try
hello guys I dont understand why I always get this error
im hosting on the same network as im playing, different machine with windows server installed and even the port 7777 is open
For those of you running grafana or any of its ilk, I’ve written a Prometheus exporter that queries the HTTPS API for some of the basic server information:
TCP 7777 isn’t open, you need UDP and TCP
nice, i was looking at doing the same thing this week (but got side tracked) using exactly grafana 🙂
meaning I need to open some other ports?
There are two common networking protocols: TCP and UDP. The ports for each protocol are opened separately. The 1.0 dedicated servers makes use of both. If you can see the server but get “failed to connect to the server API”, that’s a sign that the UDP port its open, but the TCP port is not.
anyone getting bugs on their map markers, the icon just defaults to a truck even though uhad something else set
You can also test the TCP connectivity by putting https://<your server IP here >:7777 in your browser. If you get a certificate warning, it’s open. If it times out, then the port isn’t open.
oh ok thanks appreciate it, networking isnt really my thing xD
@dusky wedge i got it ! I did everything correctly and still didnt worked until I added a new tcp rule to the windows firewall
Am I correct in assuming setting the server restart interval to 00:00 turns this feature off? I set up a cron job for this
Glad to hear you got it working!
negative.
the restart 'interval' is a UTC clock. (yes its wrongly worded)
so if your time zone is same as UTC then you set the value to what time you desire to restart each day.
if for example your timezone is UTC+2
then if you wish to restart at say 00:00 then you set the clock to 22:00
#dedicated-servers message
Thank you
Cool 🙂
Should we add somehow prefix to our metrics? So we can distinquish collected metrics from each others tool?
https://github.com/Shinigami92/satisfactory-server-prometheus-exporter
Is there any dedicated server i could join?
thanks!
Nice! I had missed this in my searches. I have a hard time imagining someone would be running both in any particular environment.
I look forward to taking a look at some of the additional metrics you’ve got set up
Not to mention that they are drawing from the same source of truth, so hopefully they agree 😅
if you like, I could add a ote at the bottom of my readme, telling: "if you like a solution in Rust, have a look at <your project>"
I'm totally not against multiple solutions, we are an inclusive community 😊
I was planning on adding a similar link, especially since yours is much more complete
Hello!
If anyone needs help with a dedicated server and playing with friends I'll be happy to help you without any problem! You can write me in private.
I'm offering to help them set up a server, not to play with them.
But your dashboard looks more experienced
I'm having a hard time to build a good looking dashboard ^^'
The dashboard is just changing the chart type for the four metrics I expose to “stat” in grafana. I can claim no credit there
My dashboard is looking like this
And I need to find out how to e.g. hide or have better named legends
I will add you and maybe we can write some PMs and improve each other
Is dismantling foundations getting desynced known issue? Like I dismantle foundation, and it visually wont disappaer, collisions is gone and cannot select it for dismantle again. Reconnect to server and it disappears/synced correctly?
ive seen a few people report this in the past couple of days, yet not expereinced it myself yet
We’ve had this happen, sometimes requiring an actual server restart (not just the automated one) to resolve
ok, thanks.
im not sure if this is an issue with dedicated servers or not, but curious if anyone is noticing an issue where the boombox will play a single song and at the end pause instead of going to the next track.
cant get my boom buddy to play constantly anymore 😭
not really utc for me
I have windows set up for CET which is different than UTC and it follows the CET time (just in the windows settings)
yes it happens
I also saw that it happens rather on foundations placed some time ago
when its happening
if you dismantle new one you just placed, no problem
if you dismantle some older one, it does not dismantle
same thing if you just reconnect and try that
I guess restart might help it
And not really sure yet, but possibly higher tickrate or rates(network) might help, I still didnt see it since I increased that and some other friends also didnt mention it since
but didnt yet play enough after I changed that to say for sure
could also be that it needs something weird to happen, for it to start happening...not sure
I have a problem can anyone help?
When i insert the correct adress and port nothing happens, no server appears nothing. Can anyone help
is it possible to import a world that 2 of my friends had onto a dedicated server of mine?
i installed the server trough steamcmd and there is no ~/.config And yes i activated see hidden files
Since 1.0 you can also upload saves through the in-game server manager
have you already launched the server at least once?
server crash EVERY time auto-restart happens. 100% repro every day since 1.0 launch.
okay so the server is displayed as offline
even though i started it
[2024.09.18-13.25.49:134][ 0]LogOnlineSchema: Error: Invalid schema category lobby: Service descriptor id lobby not found.
[2024.09.18-13.25.49:134][ 0]LogOnlineSchema: Error: Invalid schema category lobbymember: Service descriptor id lobbymember not found.
[2024.09.18-13.25.49:134][ 0]LogOnlineServices: Error: [FLobbiesCommon::Initialize] Failed to initialize schema registry
this is some errors i get for example
installed the dedicated server soft onto my server rig and want to make sure all the settings are right, sadly the dedicated server wiki doesnt seem to be 100% up to date. i just need to know the easiest way to ensure the ports are set correctly before i open it on my router
if u are referring to fandom wiki then yes its outdated, for 1.0 version you only need 1 port (default 7777tcp/udp) open
https://satisfactory.wiki.gg/wiki/Dedicated_servers this is up-to-date wiki
Is it only the Windows version that crashes every time someone (host?) leaves? Does the linux version work without issues?
its any server running on the same host as a client
Oh.. So if it's the same local network it should be OK provided it's not on the same PC?
can be the same PC; just not the same host. Run Windows in a VM and you'll be fine.
or WSL; etc
Hello, each time i drive explorer few minuts, I'm disconnect in loop. Have you same issue with vehicle ? I have not tried with other vehicle like truck.
as the wiki says, many config files are created only on first graceful shutdown
quit or ctrl + c
can an item "Corrupt" a server or cause it to crash.
I have an assembler manifold up with a splitter/elevotr thats not connected. I set the server up and running after a crash.. If i delete this 1 thing- server crashes.
This is the error code it spits out https://i.imgur.com/wOEipBU.png
Anything else its not an issue?
Anyone aware of this issue?
So, I am using Steam Dedicated Server.... How to a reset it / start over?
I uninstalled and re-installed and it is still holding onto old info. Forgot the Admin Password and now can't log in.
Looked online. no help.
Thank you for post in here. Was able to find it.
Path:
C:\Users\INSERT_YOUR_LOCAL_COMPUTER_ACCOUNT\AppData\Local\FactoryGame\Saved\SaveGames
ok so i made the server and it works i can join
but
when other ppl use the ipv4 adress it dont work
is it the wrong one
it works for me
and the video i found it works
so can i get help
or someone else who can test joining to see if it was just those ppl who tryed
Which IP are you and they using?
They should use your public IP, I guess you running server at home? So you use your Internal ip
whihc one theres like 3
this crap is so confusing
idk which one is my internal
theres no "internal" put anywhere

i aint even made a server before i aint got no clue tf im doing
this is the one i used
which i used the ipv4
Internal is reference to a range of IP used inside your home network
Public references the IP provided by your Isp
so would it be the IPv4? adress
Did you read the wiki?
when i use the website whatismyip its different
no cause its 1. confusing as hell
and 2. i dont think its helpful cause none of the commands even work
Honestly if you lack networking knowledge at even this level then I highly suggest you do not try hosting/exposing your computer to the internet, without understanding even the fundamentals of networking you are opening yourself up to a lot of risk.
like this one New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound port udp" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol UDP -LocalPort 7777
New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound port tcp" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol TCP -LocalPort 7777
doesnt work at all
not my fault that NONE OF THE DAMN COMMANDS WORK
i dont care bout risk i wanna know which damn ip i use?
do i use the dhcp server ip adress?
cause theres dns
dhcp
ipv4
Dont answer if you dont want to help!
I suggest you try to understand the clear guidance of the wiki.
So much is explained and answered.
If you don't understand steps or don't know networking then there are hosting providers that will do this for you as a service
JUST TELL ME WHICH ONE IS MY INTERNAL
the dns
the ipv4
or
the dhcp
On the contrary, I cannot I'm good faith try to teach even the fundamentals as it will get deeper, and then there is internet security, lots to consider.
I'm helping by advising not to open ones system up to attacks. A case of safeguarding someone who will not understand the risks.
telling people they're outta their league is help
like all it says is "static lan ip" which i dont know how to set up and it dont tell you but you said that i need to use my internal one then procededs to not tell me which one is my internal which should be easy if you know?
go look up a basic networking 101 course; thats outside teh scope of Satisfactory's dedicated server
ITS NOT THAT HARD TO TELL ME WHICH ONE IS THE INTERNAL
im raging over here cause yall aint helping at all
you respond
then tell me to do something thatll take ages
because it's not that hard. Internal IPs are internal to your network. External IPs are your public IPs
when i was already told to use my internal ip
ok but which one is the internal
theres like 4
All of them! Yes really.
You need to work that out which your internal and external IPS are.
theres a website that tells u what ur external one is, and u can cmb prompt the internal one
You don't understand the difference between internal or public which is fine... So read up on networking to understand.
Teaching network 101 is out of scope here.
There are plenty of resources online to teach you the knowledge you need to understand how it works which is required rather than getting angry at us, please do some homework
windows+r -> ipconfig -> probably the one that starts with 192.168 or 127.0
See https://questions.satisfactorygame.com/post/66e344d2772a987f4a8ae191 and related for a similar bug related to BPs
thank you
type cmd on the prompt from windows r
press the Windows Key on your keyboard, type cmd into the Search bar, then press Enter on your keyboard. Enter ipconfig /all into the Command Prompt window and press Enter on your keyboard. Your local IP address will be listed next to IPv4 Address.
OMG bro just helped too like idk how it was impossible for 3 other people to say that it was the one next to IPV4 ADDRESS
Hi guys, whenevery I create a new game via the dedicated server, it starts at level/stage 2. Why is that?
its by design.
check out the patch notes, they are considering options to start at 0
#patch-notes message
I would like to configure it, to start with the rocket animation for everyone. Is that possible?
have everyone play the tutorial + launch the rocket; then jump into the DD
not currently no, its being considered (as per patch notes).
You can, create a save game in single player and upload it.
Oh right, you will miss the rocket animation though
But will start at tier 0
Where can i put blueprints in dedicated server
I've just set up WSL2 with Ubuntu to hopefully host a Dedicated server. I have Satisfactory through Epic Games. Will the SteamCMD work or am I wasting my time?
Is there a fix for the server shutting down after the claimer of the server logs off? (or whatever is causing the server to go offline when I log off)
Installing and running the steamcmd Satisfactory server is free for anybody.
this game allows anon login for steamcmd; tldr yes it'll work
i think the only game i know of that makes you buy a stupid server license/game license is farming sim of all games. and arma
Not that I know of.
I am not sure of the file but I think you can just go up to a blue printer and upload on it I think.
Anyone had an issue on dedicated servers where dismantled objects persist until you log off and back on to the server? I have a bunch of steel girders I need to remove, but having to relog just to see what I've done is rather annoying to say the least
yep, that kind of desync has happened to me. haven't found any way around it other than to re-log.
I can't even target things that are already dismantled, and I cannot stand on them either, they just visually appear to still be there
Makes working on this large build rather annoying
Guys, where are blueprints files located in a dedicated server? In the path below there's no blueprints folder
%localappdata%\FactoryGame\Saved\SaveGames\server
Do you have any blueprints yet?
They don't make the folder until you have at least one saved
Ah ok, I'll do this. Thank you!
a spitter just spawned on me
I’ve found an actual restart of the server (not the daily automatic ones) helps to keep this at bay. I could schedule it regularly, but I currently just do it when it starts acting squirrelly
this is fucking infuriating
Hmm... That did seem to fix it. What a horrible resolution 😄
See also: https://questions.satisfactorygame.com/post/66e6a731772a987f4a8b16a9 for the deleted buildings still visible
I have the container restart every night (for backup) and have no such issues at all, the builtin restart have never really worked at all, from my experience.
Is it possible to turn off the builtin restart? I have cronjob that restarts the whole VM (and other things) so it's kinda redundant feature in my case
No
there's not one that turns it off, however there is a configuration setting that allows you to control how long between restarts, and so long as that time is greater than your cron restart it should be sufficient for your use case.
That setting is labeled as an "interval" but it is not. It is simply setting at what time to do the internal 'housekeeping' restart.
😦
Has anyone setup the Dedicated Server on WSL? Wondering how you deal with IP addresses, port forwarding from the router etc..?
Why might someone choose to use the windows subsystem Linux instead of running the server directly under windows?
Seems to add extra overhead and complexity for little to no benefits.
Because it crashes under windows when the host leaves the game
Just curious what benefits there are for such configuration.
Trying to set up a workaround for it crashing until the devs fix it
Hmmm.
Strange. I use windows and it does not crash after I leave :/
Hi @sturdy gust, by default your project use multithreading ? I use it with container manager on synology server (1522+) and it seems to use only one thread.
Be interesting to know why yours works. You play on the same PC?
Also getting this with my port are open
No, it's hosted on a dedicated server (as in a dell server mounted in a server rack) at home, running windows server.
I connect to it from my separate gaming pc (win11) using my local IP.
Friends connect using my public DNS.
a friend of mine just can't add server ? is there a workaround for that ?
they just add server but nothing add
Server does not crash.. ugh quit saying crash when that isnt the behavior
I had an issue with spaces at the end of the address when copy pasted, not sure if that applies in your case
When the admin 'user' leaves the server stops listening for connections, the process is still running yet wont allow anyone to connect until the process is stopped and started
You are correct it don't crash it stops listening on the ports.
... Which I'm not experiencing. 🤷
OK. not exactly a crash. It no longer listens.
Which I am experiencing, on two different saves acrosss two brand new installs on baremetal windows
It is a current, widespread bug but as per usual, doesnt happen everywhere
When I connect I don't bother to enter and password for admin other than it being first claimed.
Are folks singing in?
Maybe I'm not signing in as admin so it seems me as a normal player?
I have a feeling its tied to something to do with Steam/Epic integration but when the user disconnects, it very clearly stops listening (even says it in the log)
I'll reproduce it now.. sec
I tried running as a client and not admin, by connecting through my external ip address (and port forwarding), but it still stopped listening
I just foundout it does not support dns address with multiple dots
(this is normally the standard as a server specific dns will always have 2 dot in standard)
My DNS is something.something.something it works just fine :/
I'm not sure what I did, but I must have rolled a 20 as lucks been on my side thus far and everything has just worked with no issues that others are experiencing :/
Fresh server start:
Joined built some things, disconnected back to main menu:
Whered it go george
Seems the behavior in the logs between 356306 and 366202 changed as it used to say it closed the socket, now that isnt there.
Same as here, just dont see that engine exist requested anymore
https://questions.satisfactorygame.com/post/66e08561772a987f4a8a9d67
I understand you did not need to prove it (but it might help others to understand).
My friends and I jump on and off over the days and in my case it seems to be fine.
happens if client + server on same host.
I can join, leave, join, leave, join leave. In fact have do so multiple times today without needing for restarting the server
Yeah I have an actual dedicated in my server room, client and server are NOT on the same machine
The Docker image makes no difference here, it's down to the underlying game server. Game servers are typically single-core heavy, and Satisfactory is no different
Maybe that's the key, as I use a separate dedicated machine for hosting my games on :/
Hell if the linux server doesnt exhibit this, I might just built a VM and move to that for now because it is really fking annoying to have to constantly cycle the service
It's a bit like sending a bottle to the sea, but I can't reach my dedicated server (self-hosted on my NAS). I'm using the Docker version (from wolveix). Importing my backup is no problem, but when I try to connect, I get these errors (creating a game results the same error)
I'm playing with the epic version of the game.
<@&387163995947270144> now that the API workaround is no longer needed, can we remove the pins about it? Currently that's pins 2, 3, and 4. Just trying to prevent some of the confusion we've seen here recently 🙂
sure
Thank you so much!
We should also probably review some of the other pins, given that they refer to the old ports etc.
if you need any command or something which would make it easier to handle your awesome end-user support, let us know
any suggestions in my situation? I have windows based server, had no issues connecting from anywhere before 1.0 update with 15777 port.
After update, both TCP/UDP @ 7777 open (tested)
Can connect to server and runs well on local network via local IP.
External IP no bueno... No matter what I tried clients cannot see server. From time to time I can see that server reacts with error unable to establish connection something something.
I run bat file with just -unattended -log no other modifications
Installed via steamcmd (server reinstalled in attempts to fix issue)
Do you have steam or epic? Using Steamcmd to download the server files or?
i server is running but cant even see it localy . just say server is offline
@grim mica So your running the windows version of the game server, on a separate machine but once you join and leave, you can't rejoin.... While as I do the same, I can.
I don't know the reasons why but definitely interested to try find out how/why mine might work but others don't.
Saying mine works ain't all helpful on it's own but maybe there something we can find a difference and thus understand what conditions cause it or not.
7777 open on your router as well? Firewall too?
yup, can see it open from extrenal services, and yes server firewall open as well
Used steamCMD to install
" LogServer: Display: Binding Server API socket FGServerAPISocket to address [::]:7777
LogServer: Display: Binding Server API socket FGServerAPISocket to address 0.0.0.0:7777
LogServer: Display: Server API listening on '[::]:7777' (Standalone)
LogServer: Display: Server API listening on '0.0.0.0:7777' (Standalone)
LogInit: Display: Game Engine Initialized.
LogInit: Display: Starting Game.
LogStreaming: Display: 0.006 ms for processing 114 objects in RemoveUnreachableObjects(Queued=0, Async=0). Removed 20 (1270->1250) packages and 39 (1997->1958) public exports.
LogReplicationGraph: Display: SetActorDiscoveryBudget set to 20 kBps (5333 bits per network tick).
LogGameMode: Display: Match State Changed from EnteringMap to WaitingToStart
LogGame: Warning: Telemetry, no local player found.
LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()
LogServer: Display: Server startup time elapsed and saving/level loading is done, auto-pause is allowed to proceed from now on (if enabled in server settings). WorldTimeSeconds = 30.10 "
@fierce night it looks like some of the oldest pins here refer to the old fandom wiki, can we add my following message as a replacement?
I have the same issue, did you find a solution ?
View the community wiki for up-to-date guidance: https://satisfactory.wiki.gg/wiki/Dedicated_servers
Correct, my DS runs on baremetal Windows on Server 2022 Std, downloaded via SteamCMD and run with NSSM as the local 'Administrator' user. All other functions work, blueprints, save intervals and save retention (I set this in the Engine.ini) just fine.
I do typically run the game client from Steam, though I do own it on both Epic and Steam and have linked my Steam and Epic
Smarter 😄 Thanks!
Let me download Epic launcher and try it from there, I wonder if its Steam network/API related
Anything special about your (router) setup? For example satisfactory does not port redirection (like 15777->7777).
no redirection, it is UI UDM pro router
confusing part that it was working for a while no issues with pre upgrade build, not sure what could have changed
Ok, so same, bare metal, win server 2022 std, steamCMD to install.... I'm not using NSSM, I am running as administrator, I VNC into my server to remote control it, I use a .bat placed on the desktop to launch it
Game machine/ client is steam (I got epic but not the game in epic, so it's not linked.)
logically it was just opening of 7777 ports...
True. I wish I could help. Maybe a reinstall does the trick.
did it twice 😅
Only suggestion I have for this is that if there are no log entries in the FactoryGame.log when an external client tries to add the server to Manager, packets arent making it. If its not perimeter firewall, is Windows firewall enabled and intercepting perhaps? Seems you have proper firewall as well, have you checked packet captures?
If it’s not seeing the server at all (as opposed to complaining about the API), then it’s not able to connect on the UDP port. Have you tested that port specifically externally?
yes, seems that it is open
@grim mica Does it still do it if you launch it manually ie not via NSSM?
Seems to be the only spotted difference thus far.
For me it was my firewall
Could this be a problem that API is listening on undefined IP?
I tried binding to external IP but it crashes server during start
Nope
Needs to bind to the machine local IP not your external IP.
Your router does all the NAT to translate the IPS from external to internal
@tiny junco To clarify, are your external users trying to use IPv6? Additionally, have you verified from an external user that they're unable to connect? I ask as for the most part, you cannot connect to Satifactory through your external IP if you reside within the same network
Let me try that as well, Epic version just finished downloading
I have a LinuxGSM server with the TCP/UDP 7777 port forwarded and can only connect locally. External connections can't connect, server isn't visible.
Check your firewall, and that you've port forwarded both ports
ipv4
local IP of server or random local ip?
I tried form multiple machines away from ocal network
@tiny junco could you send a screenshot of your Ubiquiti port forwarding rules?
Of the server
The 0.0.0.0 is :: is akin to 'any' local adapter address, it tells the process to listen on this interface. If you put in your external IP on the machine where the process is running and it doesnt have an adapter with that IP address (it wouldnt/shouldnt in most cases) it will fail to bind and then start
@tiny junco should look something like this:
Swapping out the IP with your local server IP, of course
My start.bat...
(Not sure where the affinity part came from or rather I don't recall... Maybe a carry over from my u8 days)
Just tried it with '-log -unattended' without NSSM and same behavior, trying Epic client now
You don't need port 7778, FYI
And same thing with epic client as well.. ugh
its after trying various combinations 🙂
Do you have any of Ubiquiti's port security rules configured? I seem to recall that one of them can break game server connectivity
Does NSSM setup a windows service? I've no services setup for it.
Let me install it on my other server and see if the behavior follows on a completely different machine/os/install
hmm need to look into this
Trying to find it in my router's settings to help 😄
Unless you use a dynamic dns. Then you can test that for external connections as well.
Let's keep to IPs to keep things simpler until the issue is resolved
No point in adding an additional potential point of failure
Correct, NSSM just makes sure if the process crashes or the service restarts, it comes online agaub automatically (treats it like a Windows service set to automatic w/ the recovery options enabled). NSSM just makes creation and management of the service easier since there is no built-in Windows service creation tool aside from sc
just a note, been using your docker image for a long time now and the only issue I had was when the VM cpu check thing happened haha
For mine, you want to look under network/default/settings/security/general
You mean when the check was added? 😄
haha very true!
@sturdy gust I added your project in my both repos 🙂
Same for me
Sexy stuff, thank you! Love to see the Prometheus exporter 😄
Oh heck yeah, I was just about to look into setting up a prometheus exporter lol
if you like TypeScript, contribute to mine
If you like Rust, then look into @dusky wedge 's repo
i left, using local ip.... then my friend just joined, so his external ip lists
(I mean I like Rust ^^' but I choose my mother language for this time XD)
Are you autosaving on disconnect and also continuing with no clients present?
Pause when no player, auto save when any player leaves
I am not pausing when nobody present, perhaps that is why..
I'll probably write an actual API wrapper at some point, my repo currently consists of just enough to query/parse the basic info
@grim mica When I left I was at the time the only person online, I last connect some hours ago, my friend just joined in the last few mins.
@dusky wedge when your dedicated server is not running, but you are running your prom exporter: how did you thought about collecting metrics?
Or: how do you handle undefined data/metrics?
bold of you to assume I'm handling that robustly
any adivse on why my dedicated server keep overwriting my configs? i change network quality in game to ultra, then after restarts its back at medium.
it also overrides ini configs i change
*reverts
Are the ini set to read-only?
its on an ubuntu dedicated server
at present, it would likely just echo the last thing it saw. I might have it return something indicating an issue if it hasn't gotten a response in N queries
according to the wiki they should ideally not be set to readonly there
You should only edit the file, while the server is shut down.
got it working, VPN settings got in the way on the router side
i did, once it started up it got reverted again
Fuck yeah, glad to hear it!
So I currently do two things:
- I memoize calls to the API, so I don't ddos 😄
- I send a promethues valid 500 error when the dedicated server is down, so invalid metrics get not collected
however, I do now have some new more custom metrics like last session save timestamp, but this might be undefined when there never was a session (e.g. unclaimed server)
and right now I assume this would break my exporter :/
you can't ddos as a single person making api calls to a server....
I took a different approach for #1 where I refresh the stats on a set schedule that's independent of the scrape frequency. Scraping more frequently would just return "stale" data
you can scrap every second via grafana
Never say never, I'm sure someone will manage it lol
I think the point they're making is you can't have a distributed denial of service from one location
the first D in DDoS stands for distributed. Unless they are distributed...
A technicality yes.
I've single handed DOS my server before (not satisfactory but for hell let loose) before... For science and to help the Devs fix shit.
how does DoS'ing a server help devs fix shit?
Long off topic story, but tldr, it did help and they did fix stuff.
Namely turned out it multi core was disabled in their code.
"multi core was disabled in their code", gonna make me roll my eyes out of my skull with this.
How Can i change my player connection from 4 to 10?
there's an INI file you can change, but I find it easier to add a flag to the server command:
-ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8
Yer performance tanked and I used grafana to plot all the metrics as proof. They then listened.
multithreaded code design is not a toggle...
Tried variances in options with pause, autosave, etc - no dice.. still goes offline after disconnecting until the process is restarted.
Trying it on my other physical windows box now
Is it possible to run the main game as a dedicated server without having to install the server itself? I don't have that much space
and in most cases, games are single-threaded applications and do not benefit from multithreading.
I just want the game to continue and produce parts without having the whole game open
As a software dev I know this very well but! They mixed up console Vs pc hosting in their code... The mind boggles more, but it happened.
Ps don't want to derail or go to far off topic here 🫡
uninstall some games @lime plinth
The server files on my linux machine are ~4 GB
dude are you like 5? @dusty vortex nothing you said makes sense.
Steam shows a 12gb install though
On windows, that is
Do Prometheus export mods work already for 1.0?
Not really? Many games are multi-threaded by now. Its just that a lot of it depends in a Main thread, thus creating a single thred bottleneck
There's a built-in API that can be queried now
Add a zero to that then yes heh.
Yeeeee, both offline lol
Satisfactory dedicated server uses like 1-2 cores
Oh I didn't realize they added native metrics in the new API target. Is it doc'd anywhere yet?
I'm not yet so deep into it, but there is a custom data via HealthCheck which can receive custom data from modded servers
There is documentation distributed with the game files. It's also posted at https://github.com/wolveix/satisfactory-server/wiki/Official-API-Docs
Oh. I already saw that and didn't really consider that to qualify as metrics.
Uh.. no. In U8 my endgame save was using all 8 cores/16 threads on my physical machine, certainly one more than the others but everything had like a 20-30% load with the main at 60-70%
I would love to bind custom data to my prometheus exporter via optional env var option
so if you have a specific mod I should support, let me know
but it needs to support the native HTTPS API from satisfactory
In particular, the QueryServerState returns some metrics on players, tick rate, tech tier, and such: https://github.com/wolveix/satisfactory-server/wiki/Official-API-Docs#queryserverstate
That's not really what's happening. You're just seeing the load spread over your cores by the os.
sadly not player specific but num of players
That's metrics in the sense that a coin is a turning complete binary computer with enough throws.
Okay, and what about that makes it single threaded?
Does anyone have any ideas? I have micro jerks in the hypertube and flickering.
It seems you are claiming the OS scheduler is breaking up a single thread and loading it across multiple cores, how exactly does that work? Satisfactory spawns something like 30 threads as background and/or foreground workers for other things outside of the main game loop. I agree there is certainly a single point of performance limitation but how else do you do it in simulation games that rely on deterministic stepping
This discussion is leaving the domain of the satisfactory dedicated server and may be better served by another channel.
Wanna drop-kick the dedi server atm. Wasted hours trying to get the stupid thing to work, but still no dice. I actually get the IPv6 to list a ping and say Idle, but it still gives me a Server API error. IPv4 says offline despite all the ports being forwarded properly. sigh
Getting LogOnlineServices: Error: [FLobbiesCommon::Initialize] Failed to initialize schema registry but not sure that matters bc I'm running the server through steamcmd
Tried completely uninstalling and removing the directories and the folder in appdata, installed fresh for 1.0 too, bc I heard some old UE4 files could cause problems.
Do i past that in the consol ?
@grim mica - when you leave, does it kick other players if they were online? (mine does not of cause, but curious of the behaviour you experience)
That's a command you add to the end of your startup command.
Dont have anyone else to test connectivity atm, so not sure on that. My guess is that since the symptoms exactly match otherwise - I would experience the same
may i DM you? maybe i can try connect for the test? and likewise i invite you to connect to me for purpose of testing? just an offer while i got some free time 🙂
i keep seeing this in my logs when i join the server. Ive tried editing the ini files manually (game, engine and scalability), overwriting everything to a laaarge value. I even tried passing those ini overrides as arguments when launching FactoryServer. I always seems to limit my client netspeed to 120k. Any ideas/advice?
Not sure about it currently, but in the past the netspeed needed to match on client and server or it went back to default.
ive got 104857600 on both, as suggested by the wiki 😦
I wouldnt look too much into that, ive been successful in adjusting the speed to 1Gbps but it makes no difference in load speed/streaming assets when moving through the world (even with megafactories) and has the added benefit (at least in U8) of making the connection stupidly unstable
Sure
Setting to 'ultra' is the best you are going to get in terms of reliability and any perceived performance improvement
interesting, i thought it had to be network related because i get like 15-20 fps when moving around my nuclear power plant when on dedicated server. If i take that save and run it on my game itsself, i get stable 120.
i mean 120k netspeed limit is pretty bad
I died and when rejoining I still see my old body as a disconnected player. My inventory and equipment is empty (because my "ghost" has it, I guess)
Thats an interesting scenario, usually my FPS will drop significantly if I move around the entire world but if I keep to a section of the map the client maintains high FPS for at least 4-6 hours
Any way to recover?
kill your other body
nah its pretty broken for me atm. theres quite a lot of pipes, but the massive difference in performance when running local vs dedicated seems crazy
Also don't join so quickly after getting disconnected.
Indeed, wait until the player count is 0 in server manager (or less 1 depending on if with friends) before rejoining, will ensure you get your proper player ID on join
120000 isnt really too bad, most games dont need alot of bandwidth to send data back and fourth
So the equipped items are gone forever?
The death crate only drops the inventory, I assume, not the equipped items.
This is a known issue with IPv6 with the server
The API service binds to localhost for v6, that's why
If you disconnect and restart the server you might get them back.
i suppose. its pretty sad maaannn, having this level of performance on the dedicated server is pretty much unplayable. But i also dont wanna solo xD
Okay, is there a guide on how to change that? Also doesn't explain why IPv4 doesn't work despite having the same firewall settings for the dedi server I had when it last worked when I played during U7
Try to login away from the big build and approach it from afar, distance wise think from dune desert to spire coast, doesnt have to be too massive
It is a known issue, meaning it is unfixable right now.
For IPv4, it sounds like you haven't changed your port configuration. 1.0 changed it to ONLY 7777/udp and 7777/tcp
Please read the channel pins
hi guys, i'll ask here cuz the reason is my dedicated server, how can i run the game in the last version to play on my not updated server?
(it has mods on it so i can't update it yet)
I have 7777 udp/tcp allowed for inbound and outbound on the windows firewall and port forwarded on my router.
To confirm, are you trying to connect to your external IP from in-game? If so, that's why. You must use the server's local IP if you reside on the same network
You can't.
My dedicated server wont let me save blueprints and crashes
Thanks server is now live .
Okay, I'll try that. I had used a hotspot from my phone to test from a separate laptop the other day, but I went on a trip and that laptop and such is still packed away so I hadn't tried that angle yet
my deddicated server keeps appering as offline to anyone who tries to join it and it appears offline to me is i leave after joining it the first time
check your port forwarding
doesnt help much sadly. only solution here would be to deal with the lag, finish the build and never come back to this area of the map
Known bug, your server has crashed, you need to start it back up
it has done it like 8 times now
Yes, it is a known bug
If you play on the same system as your server and leave, the server will close
ok but what about it wont let anyone in even if i havent left the game yet
it just appears offline to them
You need to check your server's firewall, and your router's port forwarding
You haven't configured them properly
You need to allow 7777/udp and 7777/tcp
Please read the pinned messages
hi guys 🙂
on my server the foliage i cut down just came back out of nowhere undestrucible with the chain saw...
After a normal server restart (Every 24h)
Does anybody else have this issue and a workaround?
When using the internal IP it does work to connect. (yay) Let me pull out the laptop and check for remote login
HI all, when connecting to a server using server manager I get this on the first connection each day: it sits and spins and the only way to connect is to remove and re-authenticate the server , does anyone know a fix ?
I Restart the server via my admin panel from the server itself.
it also doesnt show in the list until i restart it
server gets restarted each night so not sure if that may be it :?
That should be the problem yes.
Why and how is another thing huh
i went thur the pinned comments and it is talking about the stuff i have already done with my firewall and i am not understanding the rest i have a rule set for UDP/TCP on the port 7777
There is a networking issue between your server and the internet
It's as simple as that 😄
Sad times , i'll keep an eye out for updates then
Server crashes when saving blueprints
@candid swallow the server showing offline means that 7777/udp is unreachable outside of your network
Start there
meaning the rule on the firewall for udp
No luck for connecting remotely. Shows as Offline :(
Then there's a networking issue between your server and the internet 😦 If it says offline, the issue is specifically with 7777/udp access
Clear BP designer then try make a new BP before you save. This have been a issue ever since BP designer was added.
i just went thru and the rule for udp looks right by what i was told to do but i am very much out of my depth for this
Unfortunately there's an issue somewhere with your configuration. Double check that the port forwarding is using the correct IP to forward traffic to for your local server
but the BP isnt visible in the blueprint menu, its empty even when i add them via files
how to check that
This can also happen if objects that have been built outside of the blueprint designer resides inside the designer. So try replacing the designer then try again.
Do you still need the -nosteam flag if you are using steamcmd and don't have a separate steam account for it?
tried it. I only placed a foundation in the middle. 1st. click does nothing 2nd click instantly crashes the server. I cant use blueprints overall sever never had any.
No, your launch command should only contain -log and -unattended (the latter is unneeded on Linux)
You may optionally also include -Port=7777, but nothing else should be used
Welp, that's what I have atm so hmm
anyone else having the server crash on disconnect (windows, steamcmd dedicated server)
@sturdy gust HI mate you done anything with the image today / yesterday as all the rubber banding has sorted itself right out
Are you running the server on the same machine as your game client?
hi can someone help me I have a server on nitrado we have a pretty big savegame and it always lags like hell
Ok, I was a dunce and forgot to disable the stingers in my server (major arachnophobia). Can I disable them without completely deleting the world
Does the normal arachnophobia mode not work on servers? (assuming that helps you?)
I forgot to enable it
No, I'm saying is it not a client thing? I guess I thought it was a client thing
Is it me or are blueprints a bit bugged on dedicated servers? It always places it 1 tile to the left lmao
Hi, I have a problem, my server worked very well today but now i cannot restart it, it crash on startup. The last log say EXCEPTION_ACCESS_VIOLATION
Hey guys, just asking real quick, since the latest update (1.0.0.1 i believe) our server perfomance has massivly decreased, having large CPU spikes which increase the delay of ingame actions. I think our server hardware is pretty good (Ryzen Epyc with 4 dedicated cores and 16gb ram). I tried running the server in a docker container, as well as directly executing the server without virtualization. I dont understand what the problem could be, maybe someone of you have an idea. i appreciate any help :).
Some more digging around:
When no player is ingame, the cpu idles at like 10%.
As soon as a single player connects, cpu goes to around 50% usage, and sometimes spikes to over 100%, then creating a really feelable lag
you guys seeing massive fps drops in game as well? when moving around and rendering things
Rarely, it is mainly a latency issue we are facing.
Nope, no changes 🙂
for port forwarding i cant set up the same port for udp and tcp what am i supposed to do or do you not need tcp to be on port forward
nvm just figured it oout
You are also playing on the latest with your friends in a docker container, dont you? Are you experiencing any issues with performance, or have any tips?
I am trying to make API calls to my dedicated server and i am unable to get a valid response from the API. Is there any guides for this that would make this easier? I have already been looking at the documentation and everything, my server itself is functional
so an interesting turn of events....
folks servers stop listening when the 'server owner leaves'..... well doing some testing with Gunter, as him as owner, and me as a standard player, it stalls when he leaves. (so it boots me to the menu if im joined)
when i claim his server, so now im the owner, it works just fine, i can join and leave multiple times and no kicks or servers go offline.
he joins as a normal player and when he leaves, the server then stalls and as me as owner, i get booted to the menu.
so we have been able to confirm that its not related specifically to being the server owner!
what it is yet, we dont know... but its not specific to the server owner. .... interesting and the plot thickens, still no actual answer as to why yet.
we also tested with us both on my server, where i am owner, and am able to join/leave multiple times without anyone being kicked or the server stalling.
he too can join and lave multiple times without issues as a standard player.
Yep, it's been rock solid. Performance complaints are almost always due to not allocating enough RAM to the server, and/or using a CPU with low single-core performance
We'd concluded before that the owner is irrelevant 😄 It's whoever is on the same system that is hosting the server, which is usually the owner.
The issue is to do with a port conflict, that's all
Please read the wiki, it's in the pinned messages
back in the trenches I see
😆
aye, but both us use separate servers/hardware to host the server and play the game, so in our testing there are essentially 4 machines at play
so seems its not specific to running server + client on the same machine
You're experiencing the issue in that environment? That's weird as hell
Running a i7-7700k with 40GB RAM and it's pretty laggy on Tier 6 now we are starting to build - any tips and tricks for config (was an older version)
yer , we been checking envrioments between us...
#dedicated-servers message
mostly similar, but a small handfull of what should be non important differances
I recall there being something mentioned in here about the port conflict specifically on Windows servers
So, I'm not surprised
Can't remember off the top of my head
Yeah ive seen stuff about windows hosting in here recently
it is when admins dc from a server iirc
that softlocks the server
yer, i have 0 issues, while others do, so been trying to work out WTF, thought to share what has been found thus far, even tho it still dont answer the question as to why.
yeah its definitely a per-env thing
windows servers in general have been kinda rough
honestly id recommend just using docker
then ur on linux and its one less thing to worry about
i'm unfamiliar with dedicated servers as a whole, does a satisfactory server need a machine running full time for it to operate?
For a dedicated server yes
well for me as i say, 0 issues, so ill continue as is, but i was keen to try help others investigate and look at differeances to try understand why.
which is where containers shine in such situations to limit envriomental issues
balls
The only reason you would want a dedicated server is if you want your world to keep working while ur offline or if u have friends that wanna play and not rely on u being on
the formers for resource generation and whatnot
In general, could it be that the dedicated servers (Linux) are currently not yet so performant?
if u dont need either then u can stay singleplayer
nah linux is fine
it's mostly so i can play if my friend is offline
then u need a dedi yeah
u can rent one from a hosting company
i have ubuntu with lgsm, and i have micro lags in the hypertube... rest is fine
Maybe hypertubes are specifically poor performance yeah, I couldn't speak on that
but from what ive seen in my (admittedly early-game) world is completely fine performance
it also depends on your hardware spec
thats prob the most important part
know any good ones in case i change my mind?
I self host so im not sure but im sure if u ask around in here ppl will have their recs
i assume self hosting relies on using a seperate machine to host the server? because otherwise a regular server just seems similar
In this case a "server" is pretty much anything that has the resources to host it. That can be a standalone computer, a VM on a server, etc.
Yup I have a different system on my local network (a mini pc that I bought) that I use to host the server (among a slew of other things)
very cool
Yeah not a really strong reason to host a server on ur own pc unless u wna leave it on all the time
for some ppl that works
My brother-in-law has a Dell server so I spun up a Linux VM and that's how I host it.
Kind of....his server has VMware on it but, since Broadcom is shady as hell, it no longer gets security updates so he won't open any ports for external communications anymore. I don't blame him. We need to switch to Proxmox.
Avoid building mega factories, on my old server we made a simple rule every building had to be fully overclocked to reduce the number of factory buildings and this helped a lot. I just placed several containers filled with shards that everyone could easily access.
Im on proxmox and its brilliant
admittedly im not using it nearly to its fullest extent but for what I use it for it works great
Or just get a better CPU right? Lol
not having to spend the money on that is also nice tho
We did have a i3-10500 before and that seemed a lot better for some reason
Wasn't expecting the i7-7700k to be quite so bad
not everyone can just readily get a new cpu (and prob mobo + ram)
they arent cheap
yeah not ideal
they tease me; i just want dedi server fixes
gotta do what u gotta do ¯_(ツ)_/¯
yup, stagings a good sign tho
i'm impatient; release the blueprint fixessssss
hoping they drop another smaller patch today or tmrw for the windows issues and the bps
i need to scale lmao; we're at tier 7-8 and running overnight no longer is the answer
lmfao
i made my first blueprint like i've played factory games before and i don't wanna try that again smh. not til i know it'll actually not grenade the server
yup absolutely, i havent even researched them yet
i darent touch bps rn
not until theyre fixed
wait whats broken with bps?
they are generally buggy
ive been using them all over the place 😮
like can lock up ur save
small ones work okay; just don't go overly zealous
fair play, just know if you start getting weird behavior to investigate the bps first
too big? about 900 concrete aside from what can actually be seen here
not sure personally
i have crazy fps drops around the areas where i dropped these bigger blueprints when on dedi server. not sure if thats just a server issue though
but other than that, no issues so far really
yup id say that might be a problem with the bps
xd mine you couldn't even clear the blueprint designer without a crash
time will tell (i hope)
or delete the placed Bps
yup thats another thing
Ive heard of ghost objects as well
just a whole mess
but I have faith in css
just an inconvenience rn
😭 i was venting last night bout blueprints and sitting there staring at the game like "why am i mad".
too many other games throw a 1.0 on the most jank junk and never fix it
yea I figured this out like last week
scarred af
i must have missed such messages (i was away on holiday) glad your seeing similar results tho, helps with the extra data points 👍
I see. But shouldnt an ryzen epyc and 16gb be enough?
thanks bud!
In isolation yes - but what else is running on the hw?
in case you come across anything else
epycs have lots of cores; not very fast cores right?
Whats taking from those resources
I just wish they'd fix the blueprint alignment problems. Not having working blueprints really sucks 😭
otherwise if/when its solved ill announce it there as well
Nothing. Just the satisfactory server.
doesn't an epyc run at like 3.3ghz all core
what os is running on the hw
Yeah at least compared to a „normal“ gaming cpu definitely. They clock in pretty low
thatll take resources as well
Linux
that's def a lot of your problem; epycs aren't strong single core contenders
Epycs aren't great for satisfactory hosting. It's massive core count lower speed
it's single core stacked (satisfactory)
Hmm. Then i might try switching it up to another processor. Need to see what hetzner has to offer
It's good for hosting a ton of things, not running a single core limited thing well.
hetz has a good wide array of stuff
i'm hosting on a 5900x with no problems across any of my servers
arma + 3 HCs; satisfactory; minecraft; et al. no issue
Apologies, I'm at work and in a meeting. I'm going to try to convince him to move to Proxmox but he has a lot of VMs running and I know is concerned about losing them (he's a Network Engineer and does a lot of testing at home).
yeah I 100% understand that, especially when youre so rooted within an ecosystem like that
Yes that is true. I just really like their cloud solutions, but then you have sone limited choice of cpu. Maybe need to rent a dedicated server then. But should be easy.
I do think that there are migration tools but im not sure
Proxmox is an awesome wrapper around the basic Linux VM / lxc stuff
yeah the dedis are solid, i cant remember how decent the pricing is tho
Hetzner pricing is excellent
Would be nice. But resetting up everything with docker should also not take to long.
It's one command for Docker 😄
yup if u got it all dockerized thats even better
smfh githubs blocked?
Github is not blocked
Containerizing your stuff is generally always worth
Works fine
Oh hey wolviex 😆🫶
Seems like an oversight
Heya 👋
Already used your image haha. Just need to setup a firewall and some users to keep it somewhat not completely exposed.
anyways. https://github.com/tteck/Proxmox
This is a quintessential proxmox resource.
Stand up every resource ez pz. it's about as close to docker as it gets (there's even one for docker)
My server greatly appreciates you and your work
90% of my homelab is tteck's 1 line setups for everything
proxmox helper scripts my beloved
Ugh. I told him we need to move his server away from VMware and he was like "yeah, I'm thinking about it" but, until he does, I can't host my Satisfactory server. Lol.
Why is VMware blocking satisfactory?
For how much I've used Proxmox, I've never come across these
Guess I've never needed them
ur missing out big time bro
theyre goated
What for?
missing out; i am lazy and it makes life so simple
1 line installs for stuff
What can it do that Docker can't?
sets up everything from my bridges to downloading the right apps n packages
like it gives u an installer for ubuntu n stuff
LXCs > docker
Broadcom cancelled the free versions of VMware which also means there are no more security updates. It's not safe to open it to the interwebs anymore.
i think of it more for before docker
I'm also not familiar with these one liners. But if they're running someone's marginally trusted sh script. I'll pass
Disagree, totally different uses
any 1 here a super pro at getting shockbyte sever rentals up and running - i used the ip and port in game - with name pending and not authenticated
like installing ubuntu then u can run docker in that
its the step immediately preceding it
... Lol ok that's a level of paranoia that's impressive.
Just run Docker on the Proxmox host 😄
are u using server manager?
yep
stand back from me, Heathen
yea; LXCs are better cause i can scale them to include errything i want. full ubuntu vs trying to hackmeal my own docker images together
We both work in IT and have seen the worst in cyber security. Lol.
is 7777 udp/tcp exposed on the server?
yep
try to go to https:// ip:port in ur browser and tell us what u c
Like what?
Docker > lxc > vms
plus i like being able to be fuck this and flamethrower it with the flammenwerfer and deleting entire LXCs. more satisfying than deleting a docker img
u should see a route handler error
That's fair hahaha
my home media setup relies a lot on running weird apps together. like adding things to my tailscale net; i can just do 1 line setups in each LXC no problem through the proxmox shell.
in general i can also just apt get w/e and not have problems; it's still minimal linux that i can bloat as necessary
adding tailscale to my opnsense install
I use LXCs when I can over vms
ya not working
weird fringe cases n stuff like taht
show us what u c
there should be a certain error
thatll tell us if ur port forwarding or not
As an aside, someone should make a tool that can do a test to those apis
just a github page or smth that hits those apis
LXC use cases
Efficient access to hardware resources: LXC’s close interaction with the host OS allows it to achieve near-native performance, which is beneficial for applications that require intensive computational power or direct hardware access. This can include data-heavy applications in fields like data analysis or video processing where performance is critical.
Virtual Desktop Infrastructure (VDI): LXC is well-suited for VDI setups because it can run full operating systems with a smaller footprint than traditional VMs. This makes LXC ideal for businesses deploying and managing virtual desktops efficiently.
Straight from docker's site 😄
less bloat
o i see it its a port forward error i get now
The only VM i acc use on proxmox is for my docker container for ptero stack, bc I read that docker can alter the CPU in ways that can be bad if not properly isolated
ty
np
i'm using the alpine docker lxc script that includes portainer
but thanks to all the other lxc scripts i don't have a single app i want to install in docker by this point
Nice, yeah ill spin up another docker vm at some point for my *arr stack but, like, I want to also install home asst and thatll prob be an lxc
undecided tho
Did someone say NixOS?
oh the proxmox helper scripts makes it a VM?
ye

you end up attaching a lot of USB passthrough n other stuff; so yea easier as a VM
right makes sense
i've been debating on cancelling my OVH subscription and moving all my game servers from the 5900x to the 12700k i have at home
but that's a lot of persistent heat i think i'm happy paying to not have at my house; and it has a lot better bandwidth
the only reason i did a vm for docker is bc I saw something from the proxmox devs saying it should be in a VM instead of an LXC