#dedicated-servers
1 messages ยท Page 111 of 1
You could also probably use oracle free tier (not the arm one)
what plan do you recommend on OVH for satisfacory with only 2 players?
Elaborate?
I put the client and server files in there for you and a readme with the locations in case you're not sure. Those are working really good for us, I have a small shuttle box, older i7 with 16G Ram running ubuntu 20 server 4 people on there constantly with very little glitching. Just keep in mind that everyone that plays on your server will need the client tweaks or it won't work
I'd host for you but I'm in canada the ping would be high
To my understanding, returned "AuthenticationToken" is the token that user (client) is using for auth.
Its like JWT accessToken. That should not change your APIToken.
If im wrong someone please correct me
i dont currently use OVH for my satisfactory, we have Dedicated In-house servers
but you could start at the attached image, if it cant handle the server you have options to upgrade while running the service
alternativly, if you dont want to spend money out of pocket, and dont mind a US based server, check out my bio, we host severs for a string of games, there is currently 10 public SF servers, we could probably reset on for you, or look at other options
I agree, the API token is for the API
I'm just not sure 4gb is enough ram
But it has nvme storage so you could use it as swap lol
@low bolt also if you're using systemd you can set the cpu scheduling policy and priority higher
there is no endpoint that will change your API token, cause it is generated by server console for the external application, and only server can delete or add API tokens @open summit
ok, cool
So the token you are getting is for the client to authenticate. I guess there is no actual use for it on the external app
Thats my best guess, but again i can be wrong
i think you are wrong
maybe, but im not sure if you should change api token anyway
if you generated an API token it's not going to change unless you regenerate it
yeah
i can generate a token in console. use the token for my external app as a bearer token for auth
the app works with this
the documents for the API states
"Updates the currently set Admin Password. This will invalidate all previously issued Client and Admin authentication tokens.
Requires Admin privileges. Function does not return any data on success."
with a requirment to supply a new token to be used going forward
This is for Client Auth
^^^^ CLIENT AUTH
Admin Password is not Server access
this is password u enter when connecting to the server in the game
i get that..
| Property Name | Property Type | Description |
|---|---|---|
| Password | string | Admin Password to set on the Dedicated Server, in plaintext |
| AuthenticationToken | string | New Admin authentication token to use, since the token used for this request will become invalidated |
correct
the token is for your session so once it changes the client will need to reauth and get a new token
I'm trying to find your original message, what was the actual problem
i have an app managing 10+servers
i dont want to manage 10+tokens ontop of that, i want 1 ring to rule them all as it where
after reading the change password function i understood that as being able to set the token for each server to be the same so i dont have to mess around with an individual token for each server
from a security standpoint that is an extremely bad idea
im aware, but everything is on a local network secure from the outside world. and a bunch of other reasons... in this application it dosent matter, its physical hardware we own, security overload as if the game is abused i can press a button to fix it
the API is accessable from the server connection port........
so unless you're hosting a huge LAN party it's a bad idea
im aware of that too, but what can someone actually do to the server?
change the password? delete the saves? all of this stuff is not a fear, and recoverable, just a minor inconveniance for this specific application
lol
bad idea aside, try copypasting the password hash/salt from the settings sav
they can come in and run a bot on your servers that could take you a while to notice
that or it's signed with the tls cert idk, in which case you'll want to copy that too
and since they're on your lan side they could also move laterally to whatever else you might have available on that network
they could.... how? is Satisfactory that insecure
everything has bugs my man
I pen test for a living
it's not always what you expect
sometimes it's something you might never have even imagined
I'm not saying don't do it, I was just stating the obvious; it's bad practice, especially if you plan on hosting a bunch of these
you'd be surprised how quick a bot can move around once an exploit is found
thats great and all,
this is whats wrong with folks like you
yes, im aware its not best practice, but in this setting security is the last thing i care about because i have done everything else to secure these systems
your arguing with me about how dumb it is, we are past that, i know im just looking for solutions not a debate something i fully agree with you on
Not worth arguing about guys
I suppose as long as you're not running the processes with elevated permissions and your user running the process doesn't have sudo access of any kind then you might be ok
everything is dockered to the nines, on dedicated VPS's, locked behind firewalls, monitored at the VPS, the host, and the gateway. i think we are pretty secure and have security handled
Third Party Applications should NOT use PasswordLogin or PasswordlessLogin and should instead rely on the Application Tokens.
sounds good
the director of an unamed university gave me the same lecture 2 months ago and my team blew in threw an insecure app with admin access and mapped the entire network, even got to the private side from a printer that was crossing a vlan
great news, glad you handled that, feel free to swing by and we will see what vulnerabilities you can reveal on our system. but we are 90% handled being as the only direct access gateway is offline unless we are using it and well there is that one thing but someone would actually have to be looking for it....and well in all these years of running, not a single breach
I'm not trying to punch your ego friend, just looking out. We don't consult for free though but we do enjoy a good challenge. I'll tell you one thing though, there isn't a single client we've consulted that we couldn't find a way in. The cocky ones are usually the easiest to breach
it also just occurred to me that your whole point about having all the tokens the same is irreverent anyway, as you clearly pointed out, once someone gets hold of a single one they would have access to all of them anyway, so what was your whole point about if not just to grinding an axe for no reason
i know our system isnt perfect, but i trust my team, we do what we can to take care of what we can
It's not that deep man, no one is attacking your team ๐
the only secure system is an unplugged powered off one and even that can be breached
you hand me a key to 10 doors, I'm gonna open them all just to make you run around changing the locks
i tear the building down, you have no doors left..... only applicable in this specific situation.
๐
I'm sure your bosses would love that, and all the gamers paying you to host their servers
anyway, its been nice, peace
who pays?
we host free, public servers, this isnt a business
I don't understand why you feel so attacked over some good advice
because the advice could have stopped at advice like half hour ago and we could have moved on to other things. but the advice keeps coming
Lol, this whole conversation could have ended a while ago
You both keep it going ๐คทโโ๏ธ
I'm done talking about this, just use the same token everywhere lol
ass, no need at all for that statement exaggerating the facts to fiction. with your BF over here making you feel good
Bruh
Guilty as charged, I should have just shut my trap and went about my day
๐คทโโ๏ธ
๐ซถ
Lmao, nice edit man!
What the other guy said was right, though he should have stopped after you made it clear that you weren't interested. At the same time, you were being a bit of a clown with your responses, which didn't help either ๐
Everyone sucks here from the doc quote saying that 'the Password login call is not to be used by third party applications' forward.
Badmins gonna ignore good advice, good advisers gonna point out bad ideas when they see them.
hi all hopefully you can help. ive been running a dedicated server from my house and my friends have stopped being able to connect to it as of the last patch
is this a known issue?
(i didnt change anything settings wise, nor did they)
i haven't heard of that happening before
also i am wondering if blueprints on dedicated servers is still a terrible idea
i don't really want to "try it and see" if the thing i'm seeing is that i just borked my server lmao
you can't set API token yourself
Does anyone know how to move blueprint onto the server already organized? Or is it always you have to organize them again each time?
There are insufficient data here with which to render a meaningful answer. These are the most common things that cause connection issues with a home-hosted server:
- Problem with firewall opening TCP/7777
- Problem with firewall opening UDP/7777
- Problem with port forwarding TCP/7777
- Problem with port forwarding UDP/7777
- Server host LAN IP address changed and needs updated in router rules
ok thanks
relative to that
we updated the ip address to the most recent public ip and still nothing
i will double check firewall settings on the linux box but i didnt change them inbetween the update so i dont know why that would have changed
if u have any specific questions or log detail that might help you help me please ask.
check if you can the server via https with port 7777 with a browser
how would i do that sorry?
enter the ip into the browser
serverip:7777
put https:// before if neccerary
ok thanks
point a browser to <your_ip:7777/api/v1/ to test TCP, or use my SF_Tools kit to test both TCP and UDP
I'm having the same issue, I can't connect to my own server with public IP. The server is shown in the browser with the {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""} and serverlogs state NotifyAcceptingConnection accepted from: xx.xx.xx.xx:61498 but still I am getting connection timed out when trying to join it.
the /api/v1/ parts isnt needed. even the root spits out something
That's normal when trying to use a browser to test TCP as a browser is not an API client
the https part is, see wiki
if you can see the http api, with that you at least know that the port forwarding for the tcp part works ๐
im getting connection timed out
Double-check that the server is indeed actually running
how do you run the server?
docker? if yes check if there is an update.
with the 1.0 update only ports 7777 is needed tcp and udp
yup most certainly is
oh the other thing is. the server works on my internal network
i have two seperate net connections in my house (dont ask why lol) and as long as my pc is plugged into the same router as the one hosing the game it works
then that's pointing more specifically at your router/gateway.
but a properly remote connection doesnt work
double-check your server host's LAN IP address and your port forwarding / IP Masquerading rules
I'm running a dedicated server as a service and can't seem to increase the player count. I tried going into
%localappdata%\FactoryGame\Saved\Config\WindowsNoEditor\Game.ini and adding the script
[/Script/Engine.GameSession]
MaxPlayers=X
but it still shows 4 players able to join. I also didn't see the additional folders and game.ini file so I added the folders and created the ini file. Is this what is causing issues for me or is it the combination of also running a windows service? Not sure what I did wrong here.
https://satisfactory.wiki.gg/wiki/Dedicated_servers/Configuration_files#Increasing_Player_Count
use the startup parameter instead of editing the ini file
I will try this. Thank you!
I am guessing no body knows how to move blueprint onto the server already organized
I just got encryption token missing when trying to join the server through localhost, what does that mean?
try to join via the server manager
I believe the sorting of Blueprints is managed by the server itself in its state file somewhere.
otherwise it'd be a lot more convoluted to upload them
After I organize the blueprint on the server after uploading them, they are still all in the same folder.
I could join through the server manager with localhost and but not with public ip hmm
can you ping your external ip?
not all router/firewalls have nat reflection on by default
I am actually thinking the sorting it done on the local level, that way each person can sort them in their own order.
yeah
then its probably a port forwarding problem, double check your firewall/router config
also scroll up a bit on how to check if the tcp port is forwarded via an https browser check
If you care to share your IP I can test both API endpoints for you
if you don't want to, I understand
this channel needs a help bot with the most common questions and answers^^
the closest we'll get to that is having whitelisted links to the Wiki
yeah im getting {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""}
however nothing is showing when running Get-NetUDPEndPoint | Select-Object LocalAddress, LocalPort, @{Name="Process";Expression={(Get-Process -Id $_.OwningProcess).ProcessName}} | Sort-Object -Property LocalPort,Process | Where-Object{$_.Process -like "UE4Server-Win64-Shipping"} from the wiki
if you can see the http api, that at least means the tcp port is forwarded.
did you also forward the UDP port?
that's highly unusual that you're able to hit the TCP endpoint but Windows doesn't show the UDP endpoint up
however, if they changed the executable name.. try removing the this from the command and running that version: | Where-Object{$_.Process -like "UE4Server-Win64-Shipping"
yeah, both udp and tcp is forwarded in router
got something wait
<@&387163995947270144> if I were to make a version of my Discord bot that uses a slash command to test a server's UDP and TCP endpoints and display the results only to the invoker, could I get your permission / support to either add it to this server or have CSS self-host it and add it to this server? I think that'd be very helpful here.
not finding any UE4Server-Win64-Shipping processes but a bunch of FactoryGameSteam-Win64-Shipping which I assume is related to the game and not dedicated server?
what ports are they on?
yes FactoryGameSteam-Win64-Shipping.exe is the process name for windows
presumably 7777 is among them?
7777 is the default
that looks like the server then is not running on the host you're running that command on, or the server is not configured to the default port
man how can a udp connection even be closed unexpectedly
whats the preferable way of starting the server? I've been using powershell commandline .\FactoryServer.exe -log -unattended
you still willing to do this ?
sure
in my servermanager ingame i can see the localhost connection but not the public ip connection
that's common, most consumer routers don't support connections that start inside, go to the outside IP and get routed back in
like others said before, it's likely your router ports need to be opened, and ensure they're open in windows firewall (tcp AND udp 7777)
theyre both open
and windows firewall is set too?
soz, wrong reply
the port is "any" however in the firewall, could that be the issue=?
yea on my settings I specified the port, not any, dont know if that would solve it
i also set it to all profiles (public and private) because if you're connected to a public network, it looks like that is configured for private network only
assuming you're not hosting within a coffee shop ๐
if that doesnt work, just sanity check that your ip address put on router forwarding is the same, I know I needed to update old settings from the last time I set up a server
yeah, i've been running a minecraft server everyday with no issue
Windows being Windows.. you could try removing the firewall rules entirely and re-adding them
sometimes Windows needs a smack upside the head in the oddest places
Low probability of any change, but that probality is not zero
i am getting an error trying to change the specific port on the firewall tho
are you trying to change the source port? That should be left to 'any'. The client picks a completely random port on its side and opens specifically to 7777 on the server
cant change local port or remote port
you can't update either? now that is odd
is the path on the firewall rule supposed to be "D:\Games\Steamgames\steamapps\common\SatisfactoryDedicatedServer\Engine\Binaries\Win64\FactoryServer-Win64-Shipping-Cmd.exe"
that can vary
if that's where the server is installed, yes.
I usually just open by port, not by application
when Steam updates the app, Windows might see the application fingerprints change and void the rule
those look good
that looks like mine
the factoryserver rules come from the windows popup when starting the server for the first time and its asking if it can connect out
i did the ip in broswer thing locally and it says this
on this ss
(have I mentioned lately that I hate Windows' network management layer?)
that looks good
don't we all? ๐
(everyone hates windows insert software,utility or system here)
that means that the game client is correctly identifying itself as not a server
it doesnt do that using the remote ip tho
see what I said earlier about most routers not liking "snap-back" connections
I got disconnects, the server just randomly losing conenction to the SErver manager, they need to patch this shit already
Are you using your public IP from your LAN?
wait what the fuck
yeah
Doesn't matter, whether you use your public IP or Local, still disconnects
it showed the server as online in my server manager with the public ip for like 20 seconds after relaunching the game and then went "offline"
Well generally you can't do that unless your router supports it. NAT loopback I think
Use that private IP if you're connecting locally
Yeahi have PFSENSE. So either one works for me
hi, sorry if it has been asked already but anybody have this issue on windows dedicated server via steamcmd ?
[2024.09.24-06.22.32:635][847]LogStreaming: Display: 0.003 ms for processing 148 objects in RemoveUnreachableObjects(Queued=0, Async=0). Removed 0 (20318->20318) packages and 0 (35385->35385) public exports.
LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
[2024.09.24-09.43.16:543][334]LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
[2024.09.24-09.43.16:544][334]LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
it randomly crash with that error
i would rather setup split DNS than use NAT loopback/hairpinning
that doesnt look like a cause of a crash, that looks like something tried to connect to the server not using ssl (this happens on my script that restarts the server on crash)
yeah my friend was trying to join through "Join Game"
but this has to be something to be fixed if he can crash the server like that
Submit a bug report or if one already exists for it then contribute to it. This lets them know how important it is to fix.
cpu bottleneck maybe? 0.8 update worked much better perfomance wise for me, as soon anyone fights an enemy the server gets laggy. one time we got a disconnect because of that
i cant believe windows environment variable editor has a limit of 2047 chars
I havent actually tried if anyone from another network can join my server
even this python script cant even get more than 2500 chars of the PATH var
when there are clearly more entries and windows itself says the var can be like 2 billion chars
its weird cus the server logs are acknowledging that i am trying to connect to the server using public ip with NotifyAcceptingConnection accepted from: 192.168.1.43:49586 but its not letting me in
How do you cross play between epic and steam now? I have forwarded ports and swapped it over to ip but my port doesnt seem to be seen?
The server doesn't care wheteher a client was bought on Steam or Epic
and in fact for P2P connections Sepam and Epic talk to each other just fine
What am I meant to do?
Anyone free to help me test a server ?
i just want to know if it connects you or not
shoot me the IP
sure, send me the ip
CPu does't break a sweat, got a R730, and an ESXI VM with 10 CPU's and 32GB of RAM to it.
I run it on a i5-2500k ๐ runs a bit high
thats a E5-2600 cpu? thats quite old
i had problems with fighting enemies on a i5 6500 and that cpu is a quiet a bit faster
yeah it does get a bit glitchy with projectiles, I upped the server tick rate, see if that changes anything
yeah Intel(R) Xeon(R) CPU E5-2699 v4 , but still doesn't break a sweat., And my tick rate stays stable
yeah somehow interpolation is missing on creature pathing and projectiles.
i had some hope they fixed that with 1.0
oh it's not a server cpu, it's just my old desktop cpu i use
i5-2500k was a legendary cpu though, i trust it
i think server cpus dont boost satisfactory a lot though, its single core intense
yeah the 2500k was insane on how long you were able to use it with AAA games
i was looking at cheap upgrades and (although I'm sure there's other aspects of improvement) a lot of upgrades were only +.3Ghz clock speed
clock speed alone doesnt mean much
clock speed is one of the most important factors for game servers
you can not compare 3ghz from 10years ago to a current gen 3ghz cpu
most game servers are predominanantly run on one core/thread
it's definitely not the only factor. Cache and chip instruction set are also super big deals
Heya,
Not sure if this one has been mentioned yet, pretty sure I'm dealing with a port forwarding problem.
I've been trying to get my friend to be able to connect to my dedicated server and did a little config. The second screen is what he sees pretty much all the time.
I'm pretty sure the ports I've configured on my fiber router are the correct ones and I've been able to at least confirm locally the ports are working by checking via telnet on a remote desktop and laptop on my home network. Had him try to do the same but no dice. I think the issue is outbound connections. I've been scouring the forums and reddit but I haven't yet found a solution. Any assistance would be greatly appreciated!
depending if the low level code actually uses new instructions hah
have you connected to your server using a public ip?
is there an ini setting or command line argument for the dedicated server to set the autopause setting?
just wanted to update on my situation, I couldnt join to my server using public ip but could using localhost. My friend couldn't join the server until i started with .\FactoryServer.exe -Port=7777 -log -unattended -newconsole. specifically the -newconsole option made it so my friend could see the server and join it
Locally yeah. Like three different ips but that might be me gaslighting myself.
- localhost
- IPv4 over ethernet
- IPv4 over wifi
Its in ./gamefiles/FactoryGame/Saved/Config/LinuxServer/ServerSettings.ini on the Linux version
Quick ask on where you check these in? Is it like a properties setting or? I've been using steamcmd to run the server.
can google what is my ip and do server manager connect with that IP and port 7777
powershell commandline!
These are not public, they are all internal.
Yeah they're all in the private IP range right?
No dice so same on my end as what he was seeing.
yeah if you cant connect using public ip, then you might need to check router portforwarding/windows firewall (if on windows)
IPv4 yes, they stop being relevant "behind" your router
we basically went over this above: #dedicated-servers message
Thank you
i know personally, my website is inaccessible via public ip on my LAN but internal IP works just fine
anything about this ?
is there documentation on the -newconsole option? how did you figure out that as a solution? trying to find info on it heh
I'll read through it a bit and see if I can get this setup. Thanks though!
not sure how that translates to this
nvm gg, as soon as I left the game my friend got "connection timed out" and got an "SE_ECONNRESET" in my logs and now the server is "offline" for both of us
attempt to connect using server manager?
Most common cause for that is the system clock and/or timezone not being set correctly
yeah
which part ? server or client ?
actually they are both on the same time
either. For a TLS handshake the server and client have to start by agreeing on what time it is
including corrections for timezone
so if the server is set for, say, PDT but the timezone setting says UTC incorrectly, the TLS handshake will fail
That can be a loopback issue. Some home routers block their internet facing ip if you try to access it from the inside
no, the server will make a self-signed certificate if you don't provide your own
like i dont need that level of security exchange
can I port forward a server without a static ip?
the short answer is "yes"
maybe
depends on how static your ip is
Yes. Ports an IPs are independent.
Edit: external IP at least, internal depends on your router
if you disable tls I'm going to come in and steal your iron ingots
I don't know if it's possible but I wouldn't do it even if it's possible. The encrypting also provides data integrity by it's nature. This helps prevent data corruption.
welcome hehehe
All your lizard doggo's are belong to me
As soon as I leave, the connection to the server is broken for all players
welcome to the club man
This is a known issue for windows dedicated servers.
oh damn, thats atleast good to know that it is a known issue
I have question: whaqt device are you using to host dedicate server? on synology nas (intel celeron, 12 gb ram) i had problem with stability and perfomance after deploy truck with macros
did anyone watched the livestream today? anywords on when a new update drops?
steamdb shows quite a few new internal builds for the dedicated server.
hope we get some optimization soon
maybe if you used an i5-2500k cpu it would work ๐
https://github.com/wolveix/satisfactory-server i was using on docker with this image
i doubt a snyology nas can run a server with usable perfomance
Network Attached STORAGE, not compute ๐
after deploy car it was:
NAC....
well a DIY NAS could run it ๐
๐ trueNAS? or something like this? on what machine? i5-2500k?
๐ propably it is good reason to buy terminal like lenovo or dell wyse
the idea of putting compute on my NAS hurts me... I just want mine to be a dumb box I store data in. I have other machines for computing.
i have booth, so my nas can be a backup on some stuff if needed
yeah, simple page is good enought ๐ even database is not bad enought
i am courous how could work on mini pc with intel n100
tested it on a unraid server with a n100.
it works fine, didnt try a endgame save
but didnt have a problem with a phase 3 stuff. mostly stable 30fps
with trains, trucks etc?
1 train, 3 trucks
oh, it is good recommendation
i'd rather buy a used office pc with a i5 6500 or 8500 for the same price ๐
like previously said dell wyse etc ?:)
i'm more into the sff versions, don't like how limited these thinclient are regarding upgrades
I've been tinkering with the UDP side of the API. I'm not too familiar with packet decoding and such so it has been interesting.
โ I'm showing the SubStateId as what seems to be a random integer, not following the fixed list offered in the API documentation. Am I possibly decoding this incorrectly?
you might find my codebase helpful to look at
What's the URL?
https://github.com/dopeghoti/SF-Tools/blob/main/sfcheck.py - parsing the substates starts at about line 90
the docs don't go into what any of the substates actually mean, only that they're pending changes to be tracked apparently
Ok, maybe I am decoding it correctly then... because the stateIds I'm getting are undocumented, which I assumed to be invalid.
The stateids are documented. the substateids are not
Ahhhh, in my head those were the same thing, so that makese sense ๐
+1 on the decomissioned office computers.
Had similar millenial times hardware and for little money I caught up a few generations in tech. It's a solid basis to build upon, if hunting new parts and installing them yourself is a thing.
Regarding the API talk. Any ideas yet if we can read (write?) to the game chat somehow?
you cant
there's neither an API call nor a console command to "chat" to the players currently AFAIK
how are dedicated servers for 1.0? do we even have dedicated servers for 1.0?
(if there were a console command we could effect it via the API)
not great but yes
how bad are the issues? i'm thinking about making one but not if its gonna be a huge headache
idk you might get lucky you might not
there are some issues with respawning flora and fauna, some crash bugs, but they're mostly pretty good
just so i asked. also just read chat not possible?
dedi 1.0 server. well? personal opinion. my group and me have a good time for over 2 weeks. (thanks CSS btw!). train (visuals) and hypertubes being the notable fixes we encountered.
you might get a 'cursed' blueprint problem, I think that's the most tenacious one
read chat is not possible
yeah i could read chat, but i like human interaction
what
talking to the other person
(I think "read chat not possible" was a response to my question ๐ )
Zen Wolfe: the BP crash could be a thing. You feeling comfortable pulling a save game from the server. Edit it in SCIM (the website) and upload the edited save file?
I think me and my friends are gonna skip 1.0 and go play like abiotic factor at this point
okay now im just lost
AF is pretty fun. I and my crew have been alternating to keep things fresh
also Icarus and Nightingale
btw are you suign docker version or dedicate installation on pc?
Me? Neither. Dediated install on a hosted self-managed server. No docker wanted or needed in my case
found out the hard way that network mirroring for wsl is only on win11
more elderly neglect from microsoft
i wasnt trying to use the password login........ quote the docs at me and get it wrong..
Hai!
I just installed my Satisfactoryserver on a Linux box, using LGSM. Where do I find the serversettings, such as password, servername and the like? Do I need a webpanel or something? I've looked around and can't find help for LGSM ๐ฆ
Any help is appreciated! TIA โค๏ธ
you do that from in game using the server manager
we both did a fresh reinstall overnight and we're still getting the same error
help me pls)
i try to understand how to kick player from server i found
''Please add "/kick [player] [message]", "/ban [player] [-1|time(s|m|h|d|w)] [message]", "/unban [player]" to the server commands.''
what dose it mean add command to the server?
The flora doesn't respwan. It's just not removed correctly
@rugged forge I read this as "there a no such things as /kick or /ban"
Pragmatic solution: Change the password ^^?
got ya) but we dont want to block some. we want to kick some one because we have an issue when some one leave the game the server is fall down
so we want to check if tit will crush wen we kick him
Any recommendations for dedicat server provider?
Midna wasn't telling you to read the channel. They were discussing something else.
The second part, about blueprints, is saying that BPs have been causing issues for some people. The solution when that happens is to download the save file, and make edits to it using the satisfactory calculator website to remove the built BP that is causing the issue.
This is a known issue with no workaround or fix yet. But also the server has no commands to kick other people.
Thnak you
We're experiencing the Blueprint belt delete causes server to crash bug.
I've noticed -dx11 can remedy this issue. Im unsure where to add this start command to ensure the server starts running dx11. Can anyone help?
My settings didn't get created until I sent a quit command in the console in the server manager tab ingame
I could be mistaken here so if someone knows better please correct me.
you don't set dx11 on a dedicated server. the server really shouldn't be using anything with dx11 since dx11 is a rendering API to draw graphics. the server doesn't draw any graphics so it doesn't use dx11.
hmmmm. Has anyone else experienced the bug i'm referring to? Server is calling it "Background Builder #9"
yah, this is a well known bug in the dedicated server side. you need to open the save file in an external editor like satisfactory-calculator and remove the offending blue prints then reupload the save file. from then on until they release a patch to fix the blue prints you then really need to just avoid using them.
thats a shame. okay thanks for the help
~~I have heard some reporting that it's most often caused by uploaded blueprints that are from mods that allow BPs that exceed the normal limitations of them.
My server has had no BP issues and the only BPs on it were made in-server in stock BP designers. This is entirely anecdotal though.~~
(Disproven, see below)
Can confirm none of our BPs were uploaded. all created on our server
so much for that hypothesis; thanks for the additional datum
XD
hope im not like burying anyone in logs here I'm having an issue where my server isn't starting after not updating for a couple months, really unsure on what to do. i moved the save data to a different folder and it's still trying to start twice and complain when the save data folder exists?
Been looking for an answer to this, struggling.
I've got a dedicated server running in docker on WSL on windows 11. I'm able to connect over the local ip address for wsl. Additionally I've added firewall rules, netsh port forwarding from host to wsl, and port forwarded my router. I've run TCP and UDP port testing tools against my Public IP address for 7777, 15777, and 15000 and they all come back working fine. However, when any of my friends attempt to add my public IP as a server, it shows offline for them. Anyone have any potential pointers?
what is your command or compose file that you use to start the container?
P.S. 15777 and 15000 aren't needed at all
vanilla docker-compose
if you're specifying a BeaconPort and QueryPort, your configuration is out of date
i tried the same thing, but deployment on home router is near impossible because of your ip not being really public
I've done dedicated servers in other games from my desktop before.
then i have the same problem and looking for an answer too)
That won't matter as long as the ports are forwarded correctly at the router and the host windows OS
I'm not specifying that atm.
Ok, so I can remove that, but still not exaclty sure what the gap might be
ignore this, i just needed to update the amp template ๐ญ i fucking hate AMP
looking at the log, Hawk, I see this:
A subdirectory or file C:\AMPDatastore\Instances\Satisfactory01\satisfactory\1690800\FactoryGame\Saved already exists.
Cannot create a file when that file already exists.
its now tcp and udp both
looks like your server manager isn't able to write to its own directory or doesn't know how to deal with clobbering files
your using amp? I can help thats what mine is on
did you refresh your configs?
yeah :< but what was happening was the server would update, quit, and then update AGAIN and then fail to run because it already made the files
you need to back out and go to your screen that shows all your servers
well once it's updated ill see what happens i appreciate it :D
then go to configuration / instance deployment /
instance management tab
and fetch the latest configs
once you do that update your satisfactory instance
it will still crash btw ๐ when the last player leaves the server lol
but at least on amp we can restart it
Since I'm running into this stuff, looking at potential hosts, what hosts have people been using (preferably, something that supports mods in the future)
YAYAY it's working, THANK YOU!!
I use a self-managed Linux VPS. Much more reliable, versatile, and cheaper in the long run than "game host" services IMO
how much does that run you on average
A good one will probably run you $30 to $50 a month or so for just one game server. I do a ton of stuff on mine so I pay a bit more
A cheap one you might be able to get for $20 or less, but you get what you pay for
REALLY stupid question for you about this. I'm new to dedicated servers. I use SteamCMD for my server. And I know where its located........However......I don't see the saved file(s) in the same folder. Where would i find this?
look in ~/.config/Epic/
Having a hard time trying to set IP addresses for a epic games dedicated server. Anyone have any insight?
does amp have skins now?
?
amp is a self hosted thing? Unless your paying someone to use theirs, you do have to buy licenses to use it though.
I host a bunch of stuff using it though
Linux license cost, zero. Server software cost, zero. Systemd to manage the servers, built into Linux. Steamcmd cost, zero (:
@winged mural did you follow the upgrade instructions? https://github.com/wolveix/satisfactory-server?tab=readme-ov-file#upgrading-for-satisfactory-10
On linux my saves are in /config/saved/server/
You could try searching with a wildcard if you can't find it. Search for *.sav in the satisfactory folder
Damn bugs in this new version are worse than the amazon swamp
they're pretty minor in the grand scheme of things
this is where my games saves are located on my linux server. It's running in docker so you're mileage may vary.
/home/steam/.config/Epic/FactoryGame/Saved/SaveGames
Been booted rebooted server replaced pipes extractors belts.. Trying to add batteries shit crashes.. Its crazyness! Running on 128 GB ram server with 12 cores.. 1 GB up and down and still WOW
I been playing for years.. and this new version is frustrating ... I hope they find a fix to this stuff..
ohh and the auto pausing the server even after its set to NOT auto pause on exit is frustrating too
It only needs like 16GB of RAM and prefers the fastest possible single core speed. More than 4 cores are mostly unnecessary. Runs decently stable for me, only get a crash every couple days.
Hay does anyone know where I change "mnumrotatingautosaves" on 1.0 dedicatated Linux server?
I run a mini datacenter for my company and we have the best of the best.. its running on its own server.. Using Ptradactyl and yeah.. In the grand scheme of things its not too bad.. BUT frustrating to say thet lesat
Whats the cheapest host providor i dont need much
@worldly meadow hmmm loading new save (from satisfactory calculator) is crashing server?
Anyone have a guide on how to do the most basic API call for someone without API experience? I feel like if I can see how just one call works, I can figure the rest out. I've read the documentation, but it has no examples to follow.
my repo has example tools for several of the API calls with more to come.
Thanks for that!
Issues with vehicles/doggo's on server reload, keep messing with Z axis location. Notice floating vehicle inventory. And I've lost all my Doggos, disappeared from their Nature Reserve... clipped thru the world possibly...
just closing this out for anyone who is looking for solutions. I'm just an idiot, i forgot to open the port in unraid in addition to forwarding it in pfsense.
let this be a lesson in end-to-end verifications (:
you have to open both tdp and udp ports seperately in unraid, you can't do both with one line.
Dedicated server + client, if I download blueprints, do I need to paste them into the blueprints folders for both, or just my client?
And do they need to be off / restarted for them to show up?
Just the server, but you'll have to handle the categories on the client.
Does look like it needs to be restarted to have them show up
Yeah I've needed frequent restarts to keep the desync issues manageable on what should be completely adequate resources, and that's with stable network conditions. Placing bps or destroying rocks occasionally tanks server tick rate and client fps until restart too. I don't know their triage process but it would been nice to mention in known issues at least
Hetzner cloud has pretty cheap vps. Mileage may vary whether that's enough
Is that an LCARS style interface?
I started fresh, no upgrade for me
Also update about this. I can host a webserver on port 7777 in wsl and it's reachable from my ip address.
so network connectivity works fine (port forwarding), but for some reason the server shows offline to anyone trying to connect to it. I know http is over TCP, but both udp and tcp over 7777 are open in the same rules.
I restarted my client but not the server yet, is this a known bug?
I cant claim or reroll any harddrives
Not a dedi issue. Happens on single player as well. The window is stretched too far down, and the buttons are off the screen
Final update on this. It seems that WSL has issues forwarding UDP traffic accordingly to the host. So even if you can access it locally on your machine, accessing it remotely requires you to forward traffic from wsl as your host, which is normally done via netsh commands. Netsh only supports tcp as of now and there is an open github for this. Hopefully some of this info prevents someone else from diving down this path blind.https://github.com/microsoft/WSL/issues/11194
ah ok
It takes a little bit of fiddling but you can eventually get it. Took me a few minutes of opening/closing/moving between tabs to get it to be able to select one. after that the window went back to normal and I was able to select them as usual.
Hopefully that's the only issues with WSL for you, NVIDIA GPU right? ๐
Maybe easier to just dualboot Ubuntu?
I have no clue on how to even start the server through the Satisfactory Dedicated Server application through Epic Games, can someone help?
Use steamcmd. Wiki has a step-by-step guide
doesnt that create something that requires the game through steam? im new to all this lol
awesome thanks, if i need more help ill come back
hey guys. I'm running a dedicated linux server on ubuntu. I connect just fine from my windows PC through the server manager. My two friends cannot connect. They just get 'the server appears to be offline'. The server is not on my local network.
any ideas?
is there a way to make the server keep going with no one online
Who ever is the last one in has to save & restart the server. That's what I have to do every time I leave. It seems my friends don't cause the server to go offline but when I leave it goes offline ASAP. I initially set it up.
its frustratingf because there used to be just a toggle option
wait. i wonder if its the auto pause button
auto pause just stops the progress but it will still crash.
I notice when I leave, it saves on disconnect then goes offline. Not tried to make it not save on disconnect.
It's a pain
i am so lost with starting all this with Steamcmd, i have it installed and i launched it the first time but cant figure out where to go from there even with the wiki
Fayd you should be able to launch the game, put in your servers ip address and configure the server from your client.
i remember that quite a while back there was a 'bug' where having too much placed down would make it impossible to join a session.
is that still around or has it been fixed?
I think I might be having the same issue. Server is online, stated my IP has made a connection yet it says the server is offline.
i launched the game, then created a server but its not even letting me do anything else with it. just says server name pending/not authenticated, it wont let me create a game or do any server settings in game
that might be a different one, have you tried rebooting the server?
I have, rebooted my client, and the server. I feel like it may be my batch file. From what I've been reading things break if you dictate too much on the new version.
Fayd, did you just double click on the executable or have you used a command or batch file?
ah. ive been having an issue where any time the server empties out, it says that its offline despite still being up.
i double clicked on steamcmd in the folder i created when i downloaded it, it runs it then creates .crash and then the .crash goes away
it'll stay up perfectly fine on its own after launching. but any time the server empties after that it closes.
Ah so your issue is going to be a known bug with the current version. Currently anytime the host of the server, whoever claimed it on creation, leaves the games... the server stops listening to it's ports. I don't think anyone has found a fix yet as I am having the same issue. The one I'm having now just popped up this evening.
Fayd, are you running steamcmd as admin?
i am not
ah, yeah that would explain it.
yours though sounds exactly like that old bug i was talking about, do you have any backup saves you can try loading?
The above may not be correct - testing with Delphium it didnt matter who claimed or joined first, I even joined his server with no problem. I created a new server, he claimed it, joined and when I joined and left - still had the issue.
Right click on steamcmd, run as admin. See where that gets you.
come up with the same .crash and then gets rid of it
Interesting, if it is simply opening and then crashing it may be best to delete steamcmd and reinstall. What OS are you running?
windows 11
Where do you own Satisfactory? Steam, Epic?
i own it on epic games, and i cant figure it out through their dedicated server 'dlc'
@wind escarp ive gotten further by watching a youtube video and im currently updating after puting in the appid but idk if it will work since its the steam app id
Lucky, My instance still fails to start
It will, after that app_update command finishes downloading, you'll have the dedicated server exe to launch.
Just make sure you use the nessecary switches for the executable. You can find them on the Satisfactory Dedicated Server page in the Wiki.
Would be loveley if this just worked...
it finished, do i launch the FactoryServer application?
Not by double clicking, create a .bat file with the path to your satisfactory server executable and the necessary switches. Mine looks like this C:\SatisfactoryServer\FactoryServer.exe -multihome=0.0.0.0 -โ ServerQueryPort=15777 -Port=7777 -log -unattended
i have no clue how to create a .bat file, ive never done this kind of computing ๐
Open Notepad:
Write Your Commands:
In the Notepad window, type the commands you want to execute. Aka...
C:\SatisfactoryServer\FactoryServer.exe -multihome=0.0.0.0 -โ ServerQueryPort=15777 -Port=7777 -log -unattended
Save the File:
Click on File in the menu and select Save As.
In the Save As dialog:
Choose a location (like your Desktop).
In the "File name" box, enter a name with the .bat extension (e.g., hello.bat).
Set "Save as type" to "All Files".
Click Save.
The steps above will hopefully walk you through.
i got it working by watching a youtube video and the guy double clicked it and did it that way, i dont know what commands to write so i didnt do it that way.
@wind escarp but thanks for the guidance
No worries
I am currently having an issue of not being able to connect to my server. This server has been actively working the past 2 weeks. Now when I go to the server manager I get server offline. Ports are allowed through the firewall, batch file is correct from what I know, both server and client have been restarted, server has been updated/re-installed. Any suggestions?
like i said might be that old bug.
id say to back up current save files elsewhere and clear out the server's save folder.
if its the old bug then you should be able to create a new save.
if not then yeah ive got no clue. (also forgot to ping so you see it @wind escarp)
Just moved the appdata folder out to see if it changed. Nothing. Looks like it isn't the bug.๐
well, at least its a little less likely to be a complete server brick.
Hello everyone, ive been at this a couple of days now to no avail. I have a windows 10 machine im using as a dedicated server. I am able to log into it form my gaming computer using the Server Manager, i create a game, everything looks fine, i can get into the game if i start it from the server manager. If i try to get to it from the join section using my internal IP, i get a token error, if i use my external IP, i get another error, my buddy tries to get on from his house, he also gets that same error, (not the token error) Why does it work from Server Manager but no where else?
Ports are all set up on the host machine and on my router.
Seeing an absolute ton of these messages
Error: FGCritterNavMesh-Critter> Failed to add tile (16,-118:4), 4096 tile limit reached! (from FRecastNavMeshGenerator::AddGeneratedTileLayer)
any ideas on what's happening there?
Im going to put another 2 minutes into it and if i cant get it to work, im going to refund the stupid thing.
sounds more like a port forwarding issue than an issue with satisfactory
normally its your firewall that causes the issue
Thats what i thought so i practivally opened everything up, still doesnt work.
But works from the server manager... i dont get it.
what error are you and your friend getting?
also i never use join game. always server manager
When i use my internal IP, i get a token error.
same with all the people that join my server
you should delete that screenshot lol it has your ip
I have TCP/UDP opened to 15777, 15000, 7777 and even 7778 for shits and giggles.
My gaming system and my server arent the same so home IP wouldnt work.
I did try it anyways, still didnt work.
oh okay well that makes sense then lol
Server logs show: LogNet: Warning: IpConnection_2147472967: No EncryptionToken specified, disconnecting.
are you saying your friends use server manager to get onto your server?
yes
Ok, ill try that, but thats fregin weird, whats the point of the Join then?
for joining via steam or epic
Well we are both on Steam, but my Dedicated server was installed using SteamCMD.
Ill get him to do that then, if it works, it works, thats all i really care about. Thanks!@
it works for local but not public player
"to join your own server"
does the more than 4 player config trick still work?
It should yea
I noticed whenever i jump off for the night my server becomes offline a few minutes after, is there a setting thats causing that?
There's an auto pause toggle in-game
Yeah i just turned that off now. But even with that on, i should still be able to reconnect without restarting the server right?
You should yea
once i restart it works fine. Also stays up during long sessions
Is your server on the same machine as your client?
yeah
i have a mate that plays too, but different times, so want to try keep it up
It's an annoying issue but right now there's not much you can do
ahh right
You good with tinkering?
Could look and see if docker solves it
It's not crazy hard to work with, but learning curve is a bit steep at the start
how longs the issue been known for? like are they likely to resolve it sometime soon or has it been around for ages
yeah think ive dabbled with docker years ago
Tbh not sure how long it's been known for
docker is like a server manager thing ay?
think i used something else but cant remember the name xD
Most likely because the experimental version was often only used by enthusiasts who prob had VMs lol
It's a container manager. Sort of like virtual machines but even more granular
ill live with it for now, and setup an auto restart
Go for it!
Might as well run a little server box at home
Useful for other stuff like running pihole in docker
drifting yeah
Hell yeah
big frame, triple monitors etc..
Need me one someday
takes up a whole fricken room xD
I'm trying to go for triple tv
nah dont go tv, go monitor
similar price
triple curved 32's 165hz for $1200 aud, naht behd
Yea but triple LG OLEDs when they're on clearance is maybe $1800 pre tax
Much larger and brighter screens
Dont need high refresh either
4k120 is perfect
i went with VA's, normally hate them, but with curved they seem to be fine. im only on 2k though, dont really need anymore id say
anyway this is getting a bit off topic xD people gon hate
havent played satisfactory in ages, already starting to spaghett xD
Does anyone use WindowsGSM? Used to use it ages ago to keep servers organised but cant remember how to add a game thats not on there
so, the auto restart on the server i run sometimes just goes offline and doesn't return, sometimes it does restart, and sometimes it says it restarting but it won't, is there something i'm missing?
hosting on ubuntu
./FactoryServer.sh -Port=1234
port 1234 is open in ufw status
port 1234 open (using both TCP and UDP, not individual rules) UDMP router
port 1234 is open using portchecking websites when the server is running, shows closed when the server isnt running
i'm able to connect locally but cant connect outside of my network with my wan ip
get this page if i go to the http://<ip>:1234
is there a multihome argument i'm missing? any other things i need to change or add?
Anyone else having issues with the auto restart server every 24hrs? I see this in the logs and it doesn't restart.
LogGame: Succesfully saved a local backup with name: Factory1.0_autosave_1_continue-09.25.24-00.00.01.sav
then a few lines later, i see this:
LogGameMode: Error: CanServerTravel: FURL :0/Game/FactoryGame/Map/GameLevel01/Persistent_Level?skiponboarding?ClientIdentity=<biglongclientidentitystring>?SessionDefinition=SessionDef_SinglePlayer?loadgame=Factory1.0_autosave_1_continue?sessionName=Factory1.0 blocked, contains : or \
So when the host of the server leaves, the server shuts down as well and needs to be restarted, but its normal when others leave and join, any work around for this?
Join via your external ip. Not 127.
is my dockerized dedicated server actually rendering the game?
No
It only does the computations of gamestate etc
hmmm server keeps saying offline once everyone leaves until it gets restarted :/
So I don't know who I talked about the restart ... but when you change the network settings to Ultra and restart by doing a "quit" in the server console, the network settings get reset. They don't reset when you restart the service <
Hi all i am running a deticated server now for a few weeks on 1.0, last week updated it so it runs as a windows service, loaded my save in. and played for 3 days no issues. now is randoms lost connection. Does anyone know where the log files are? I am using NSSM
you have to replace the values in scalability.ini
copy these into the file
#dedicated-servers message
and just replace the numbers from network quality 3 into all other numbers
so that when it resets to medium (some bug) its still actually ultra numbers
probably only resets on graceful restart (quit or ctrl + c or similar) as that also writes the config
(thats also why you should only edit config files when server is down, otherwise it will just get replaced)
my scalability.ini file is empty @regal marsh
yeah it is initially (not sure why)
so settings will show medium but the actual settings will be ultra ?
ah ok I get what the file does
What if we put even bigger numbers ๐
yeah
yeah guess you can do more, but not sure if it helps
Hey y'all, pretty odd question: I've installed the server on a Windows machine I normally use for game servers (via steamcmd). When I run FactoryServer.exe in a terminal, it returns immediately, no logging or anything. FactoryGame\ doesn't contain a Saved directory for logs, either.
As far as I can see, the FactoryServer.exe process does start, but it stays at around 6MB of RAM usage and does nothing? 0% CPU usage.
Server specs are Intel i5-3450, no GPU, 16GB RAM, Windows 10
also after doing that and first restart, it then removed one of the numbers in the scalability.ini
so maybe that post has some outdated quality numbers or something
Anyone know if there's a way to avoid the super stutter when you join in or come in range of a large factory on dedicated servers? seems super smooth in single player on the same save
anyone know if u can update a dedicated server, im using akliz and theres no update
Hi. After update i can't manage server on gportal. It still is offline in game. Anyone have same issue?
where do we post server .dmp files?
r u newgen?
no, i just never looked into what it actually means
so its multiplayer servers from devs or just player owned servers
Ye i have the same problem
everyone else have borked dedicated servers after patch?
nope
hmm, server crashes within 1 min of me logging in every time now
mine's booted just fine
mine boots and runs fine til someone connects
kinda, it runs but gets insanly laggy without a reason
no issues here that i'm noticing
any way to increase logging level?
maybe I can get something to send to support at least, right now there is no exit code or error
are there open servers that anyone can join?
not the right place, check the looking-for-group channel
It's a game of SatysFactory running on another machine where users can join and participated in the same game.
Game continue to run even if there is no one playing at the moment.
oke oke thanks
I got one server in Germany running on a VPS you can try...
gimme gimme!
any1 else having issue with dedicated server after todays patch. I keep getting disconnected every 5-10 minutes.
Has anyone made a bash script for updating a dedicated server?
i just use linuxgsm + crontab
@placid geyser yes, the server goes down anytime I try to delete anything
Ah shit never heard of it, looks awesome. Does it auto update n' stuff?
sad,,, hope it gets fixed soon ๐
thats the crontab part ๐
scheduled monitoring; updating; etc.
discord webhook notifications; etal; all the fun toys
You running that on a VM?
nah i have a box
So you just use cron to run an update command every now and then?
yea
like erry 5 minutes or w/e it checks. good ol cron scheduling
*/5 * * * * /home/sfserver/sfserver monitor > /dev/null 2>&1 0 0 * * 0 /home/sfserver/sfserver update-lgsm > /dev/null 2>&1 */5 * * * * /home/sfserver/sfserver update > /dev/null 2>&1
and pretty much rinse repeat for erry server
Isn't checking every 5 minuts a bit much lul?
Why not just have it check at 4 am.
Or something alike.
๐ you might have a hard time getting the entire rest of the world to adapt to your 4am demands for updates
whereas the rest of the world is already updated
i also can recommend pterodactyl,
easy gui do setup and manage servers
I mean are you advertising servers out?
guess its not much to check for an update every 5 mins, specially if one is providing a service for others to play on, where you can say, check again in 5mins... instead of manual intervention when the players DM you ๐
@grim dew Steam updates as soon as you restart, if the server requires a client version people could be unable to play for a day
I don't know how many people here host servers for public use lol. My use is private, so ofcourse I don't have a need to chekc every 5 min.
But I suppose I see reasoning in it.
i mean
there's literally 0 functional use in hosting outdated content. there's only 1 live branch for most games
Ironically though my server updated instantly when the update came out, and now I can't play anymore until they release a patch that fixes the current broken patch so you run that risk as well
hi.. im on epic, and my friend is hosting on steam.. ive linked my accounts, but i still cannot join his server.. any fixes?
wrong channel; unless they're hosting a dedicated server
then they need to fix their port forwarding
probably just corrupted saves/blueprints. i don't trust danger blueprints still + phantom belts et al
i host for my/our community, its for use by our community only, so its somewhat private still, but at the end of the day any time you host a service that others are using, you also take on the responsibility of maintaining the services.
Yeah except I'm a private student running on my home proxmox lol.
xd i cant wait til arma 4 comes out and it's 37 mod updates a day
But I suppose, if one is hosting to a community and promise an up time, frequent checks are fair.
@unreal crystal how can I verify that?
calm down satan
its not a promise, but one does take pride in their or offered services i guess ๐
also we do it mostly because its fun ๐
i'm just surprised i still have free RAM left tbh
if i merged my homelab + remotebox i'd probably be fine
Whats your exact issue? Works fine over here using Epic Games.
try new save\
hey i have a problem the server is not on the same version as my game
update it
trying to figure that out ๐
I do not find new version for the server
ok, don't if it will help any1. My server stopped crashing after I verified my game files on the client. Now I can delete anything without having the server crashing. Been playing for 20 mintues..... ๐
how do we edit the server settings file? everything i see online appears to be old info. all i can find in the appdata folder is a .sav called serversettings but its all gibberish
connect to it + config it in game for 98% of stuff
Update both client and server.
ah. i was trying to do a little edit like ive done in the past to increase player count.
Why so complicated? You can find guides online where you only set up a systemctl file which automatically checks via steamcmd on new updates + automatically updates these with boot up
SE_ECONNRESET not fixed ...
What problem does that inflict?
7777 offline when last guy disconnect
Never had that issue.
because steamcmd is gross and smelly; thats the whole point of linuxgsm
Check the Server Settings ingame. There is a checkbox to pause the game if the players left the server
reduce the smelly
i don't want to do that, i want the server running without ppl on it
Its functional so I donยดt have any issues with that. The server automatically updates on restart
you act like setting up a crontab is worse than trying to remember 15 different steam app IDs erry time you need to setup a server
Yes, maybe that could be your problem
constant server crashes since patch
odd for a dedicated server if it goes off when there is no one on it ...
Its not offline, just pauses the game
Or did your Port disconnect while leaving?
Then it could be a firewall issue on the dedicated server
Hey, how do I get the servers token from my own server ?
pause the game : don't want that
7777 is open but no answer from the server ... :
Test-NetConnection -ComputerName ---------- -Port 7777 ComputerName : ----------
RemoteAddress : ----------
RemotePort : 7777
InterfaceAlias : Ethernet0
SourceAddress : ----------
TcpTestSucceeded : True
can you explain your issue further?
are you using Linux ?
nope not linux, but i guess i am going to install the server on docker
I would prefer to use docker on windows tho, but I use Linux at all
are you connecting locally or is it a remote server ?
i have tried, dns, wan ip, lan ip, etc ... same result ...
if i disconnect, i cannot reconnect to the server ...
admin or not
you just need to open a port on your computer / server and your router
ports are 7777tcp/udp
thats weird
Hmm i used steamcmd to update but its still a mismatch. while steamcmd saying its uptodate.
did you verify your installation ?
already did ... connected once, leaving, no further connections is possible
yes
I use steamcmd aswell
so the server crashes after leaving ?
pretty sure its the same issue as in #1283191576641798144 which devs still haven't acknowledged.
nope it still alive but no connection is possible
exactly
and it's not fixed by the 1.0.0.3 update
Yes I have the same problem. I'm running the server through Epic Games
ะฝะฐ Windows?
Yes_
amazing !!
its windows fault
Yes
it's always windows fault
I wonder if that could be running dedicated server on a non-dedicated machine.
eg. server and client on the same machine.
Linux dist with Desktop yes
same problem (already tried)
but still not working.
ah, good question tho
An update came out today, has it been fixed or am I guessing not?
depends, is the game using the same ports as the server does ?
no 17/udp 6/tcp
I read that because you disconnect from the server, the ports are restarted or something like that, so the connection with the server fails
how can i setup a auto update on steam cmd? the batch is not opening it seems.
๐คทโโ๏ธ
Just tested on a Linux instance.
This works on a server that isn't running...
steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
odd ... by whom ?
Dod you get bp working on a dedicated server ?
Got the saved message and thatโs all. Nothing really saved
they work for me loading them into appdate game files.
i used to play the game on the same pc as the server is right now
Hmm, thx.
it runs but still getting a mismatch after...
i cant even save right now
is there a official pterodactyl egg supported by satisfactory?
there are eggs available, but none are officially supported by CSS.
same as docker containers etc
oki thanks i will just google and look for most populair
the responability of support is down to the creaters of said eggs/containers etc.
Try download the game, then upload it again.
Local hosted server appearing offline after update?
hey all. updated server, but when i try to join it says it's still the older version. anyone else able to update the dedicated server to the new version ?
(talking about this morning's patch)
whats your install path and whats your update command?
seen it a quite few times people just copy/pasted stuff and now they have 2 install folders
install path d:\satisfactory. update command app_update 1690800
meaning they update a second install folder and start the game from the 1st folder they created ๐
Hi everyone. Just a quick question. Im hosting a dedicated satisfactory server for our group of pioneers. But we are more than 4 players. I want to change this to 10. How do i do that? The Satisfactory server is running in a docker container on a machine with Unraid installed. I have tried to change the game.ini file. but with no luck. :S
try with an added validate
https://satisfactory.wiki.gg/wiki/Dedicated_servers/Configuration_files#Server_Settings_File
look for 'increase players'
no issue updating on windows steamcmd
I dont use custom path though (just inside default ...steamcmd\steamapps\common... if you dont specify it)
didnt play much yet, but no issue joining
i did i think it might be steam that its not on the same version.
since im playing whit a epic account and server is from steamcmd
ill try in a few hours maybe its resolved then
Fixed Dedicated Server failing to bind the Server API shutting down the server
is this fix connected to this issue?
https://questions.satisfactorygame.com/post/66e08561772a987f4a8a9d67
theres no way they didnt fix this when its got 112 likes, 40 comments making it he most popular issue recently
seems not to have fixed it apparently.
#1283191576641798144 message
uninstalled the game, reinstalled fresh
still have mismatch and isn't the newest version, lol
Dedicated server running on a second pc appearing offline after update? No issues prior. Server is listening on correct port, firewall + port forwarding is correct. Any help?
The numbers tells you which one is the newest and therefore gives you whish one needs to be updatet to the same version.
no duh
Thank you! ๐
like i said, the server is the older version, and I just installed a fresh copy of the server and it's still the older version
Where do i find this? ๐
Where did you start the container?
docker run or docker compose?
How do I correctly shutdown my server making sure everything is saved?
it should auto-save when someone leaves the server
and then ever XX minutes (based on your config)
every*
I downloaded and installed the container on the "apps" tab on the menu. (im still new to unraid)
There should be a env settings to that container in Unraid.
I'll spinn up mine to see if I can find it.
you list does not include 7777tcp
but I added it
you added it where ?
TCP/UDP
In your firewall ?
yup
you are connecting locally ?
nah
Which one did you install?
Im getting this after having installed the newer version
Update server.
I did
The picture tells something different then.
ich777's
Ran the same command as every other time "app_update 1690800 validate"
i had the same issue. running steamcmd on this update doesn't update the server folder. i had to install to a completely new folder for it to work
Will try! :)
try this...
S:\steam\cmd\steamcmd.exe +force_install_dir S:\Steam\Games\SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
replace the paths to steamcmd and the servers install folder.
its worked 100% every time for me, maybe it helps others here too.
i play epic and use steamcmd for server (windows)
no issue updating
can always see on steamdb whether it updated
really strange how so many people have this issue
technically you never have to use force install dir unless you want it in some specific folder (maybe somehow because of that?)
possibly, i been hosting games on my servers for years and once i got a .bat that worked for me, i just carry on using it for all my games... maybe i added it some years ago to fix something but just continued to use the format.
if you dont, it just installs to steamcmd\steamapps\common
why change it
and its working for me each time there is an update without fail, so sharing it in case it helps others.
maybe the wiki should not mention it
just leave it default path
might be less trouble
there are many reasons to change it. If you stand up a docker container you can rip out the game files easier and have it be just the minimal game server files without steamcmd in there as well.
Hey I have a few linux servers running and when some of them are crashing the savegame is lost. Has someone else this?
yeah, but by default for average user setting up dedi, not really needed
can be mentioned, but no need to put it into default example command on how to install it
correct, but you asked "why change it" so I just gave an a quick reason. ๐
lets see if it helps anyone first, then we can consider requests for adjustment to wiki.
guessing by the silence from those asking... it might have worked. (just how when customers raise support tickets at work, you give an answer and then they never respond back heh)
stick it in 'pending closure' and let management chase the customer :D
such is often the way
OK WORKING
but @deep turret "this server appears to be offline" for my friends
you need to sing the classic daily anthem of (Port 7777 TCP AND UDP)
But
It's dedicated server
I can connect to it
But my friend cannot
The dedicated server is dedicated
It's not on my network
But a server that I bought
so if I can connect
why my friend cannot
you know you can construct a sentence on a single line right?
Easier for me, but I will
not easier for us
so i have to extract the save file, delete the server, reinstall the other container. edit player size to 10 and then import the save file? โบ๏ธ Thank you so much!
My friend try to join my server that is hosted on a dedicated server, not on my computer.
I can join with my network, and also mobile 5G sharing
He can't and has "this server appears to be offline"
He is on Epic games
We are on Steam
The dedicated server has been created on SteamCMD, how do I make it accessible from Epic Games User
It already is
Well, wtf
Are you on the same network as the server
No
Then they probably typed something in wrong
Then their firewall could be blocking access to the server
and he has "this server appears to be offline"
No
Because I can join it
And I'm not on the same network than the server
I didnt change anything on my
I switch my wifi on my phone
Share connection
And it's working too
The only difference : Him Epic / Me Steam
There's no difference there
Well
Better to download save file then upload all withing serve manager in the game itself.
WHY?
to test
does anyone know how to get the servers API token ?
It don't make any sense to share a connection...
To change my IP
another network
I don't want to share, just develop
you have no idea
you still sitten here
it wont work as normal at windows
It is the game. Even a recent generation i7 (which has very nice single core performance) without running anything else, is not enough to keep the refresh count to 30 of the server. Which is important if you do not want to have rubber banding etc.
Tbh they did not seem to put any effort into optimizing mp performance
did you find a way to get the api token ?
server.GenerateAPIToken
in console
Satisfactory server now needs TPC and UDP port to be opened. It's no longer enough to have only UDP.
I've noticed that the most common problem lately.
tysm
xDDDDDDDDDDDDDDDDDDDDDDDDDDD
I just fixed that problem into 2 min after release
are you making some tool or just for use?
I am running a dedicated server on my PC (through Epic). When I exit to main menu the server goes offline. The dedicated server window is still running, but everyone loses connection. When I go to server manager it shows the server offline as well. Anyone deal with this before?
๐ฆ was hoping it was just me lol
there doesnt seem to be any workaround, only resetting server
@noble sluice Thanks so much for all the help! The new server is up and running with 10 player slots. Mop is a real MVP ๐
your best bet is do one of those server hosting companies, so 1 it dosent strain your pc and 2 you dont have to worry about crashing or overloading ur pc and 3 the server is all managed able and it will stay active 24/7
i have a server thru a company, and my server is 24/7 active and dosent require me to be online for any of my members to be able to join, which ik most companies overcharge alot bout i am only paying $10/monthly for 5 people
ye this issue only happens when a client and server is on the same machine
Hi all! Are there any performance differences between Linux DS and Windows DS? Hardware: i7 6700K, 32GB RAM, NVME SSD, LAN. I tried both and can't decide if there is any tangible difference in performance. Ubuntu Server uses less RAM obviously than Windows 11, but with 32GB that's not a huge benefit. Thanks ๐
I'd at least prefer Windows, but that's from my experience hosting a Palworld server and most mods only working with UE4SS/Windows
Seems like most people are saying if you (the admin) connect to the server using your public IP instead of your local/LAN IP, then the server stays running when the hosting computer disconnects.
I dont use port forwards, I have a VPN that we use so i may just spin up another system or VM for the server
Under Update8 all my mods worked under Linux and Windows DS, but yeah, mods compatibility might be in favor of Windows DS. Windows is more comfortable too due to the simplicity of RDP, but I was hoping to get a bit more performance from a Linux server.
so... can anyone translate this? i have no idea why my server went down this morning
DS saves detailed logs in the server directory, you might get a better hint from a log file. Also, check the Windows Event Viewer to see if anything got logged.
Does the Server create a save when it is stopped?
Had a look, nothing out of the ordinary. I even had the server logged into itself (launched the client overnight on the same rig to keep production running) and it got booted
Have you updated the DS? There was another patch today: "Fixed Dedicated Server failing to bind the Server API shutting down the server"
I just updated
Cross fingers then ๐
are there any admin tools? like delete/remove a player from a world, ban/kick?
Theoretically shouldn't be a need for that. Just change password if one of your friends is a dbag
but how to remove an offline player so that the marker and body is gone
No official tools, no. There was one on Github, but looked very barebones and abandoned. Maybe something will come out once modding is back.
so i should look into save editors?
Have you tried killing that offline player?
I just kill them while they're offline ๐ However, if they're in a cart while offline that is more challenging
Google SCIM
It's an online editor
You can also just beat the offline player to death, it achieves the same goal
ill check it out, but i did not know that you could kill them
Yeah, you should be able too.
Yup you can.
It's how I removed Gunter when we did some server testing (sorry Gunter hehe)
Do we even know if DS 1.0 API supports realtime admin functions like live kicking and banning players?
and afterwards you can revive them but they still disappear, hehe
from what i read from the http api not
you could ban his ip in firewall
Yeah, U8 didn't but I was hoping 1.0 might add these
Seems the server going offline issue is not fixed when certain player leaves on Windows DS, much sadge.. Back to Linux until next patch I guess
residential IPs change
yeah if its dynamic then not (until he restarts router)
depends on the country and isp
So far password change is the only way
OK, was thinking about going back to Windows DS, I guess I'l be staying on Linux too
but could be maybe one way to get him out of the server without restarting I guess
(unless it does not disconnect him)
IP banning won't be effective, you need to change/cycle the password used.
True that.
Do you actually have to restart the server after a password change or just reload a save?
Never had a need to explore such situations, try it and let us know, be interesting to know the outcome
Me neither, just curious
dedicated server has had a few crashes on my end after patching this morning, is anyone else noticing similar behavior?
for me any time i disconnect from my server it crashes... i thought it was going to be fixed.. but still not working. Are you guys saying that it doesnt have that issue if you are hosting it from linux?
Using linuxgsm, no problem at all and pretty easy to manage. If you have no prior knowledge of linux you might be in for a hard time
Thanks. Ill have to check that out. I mean id rather learn how to get that working than having to restart my server every time i disconnect
Guys quikc question, wanna create a server for me and my friends, which provider should i use, like which is the best
Yes, just patched everything. Using paid dedicated server and getting timed out error the first time I join. Then there is a player ghost of me and I can interact with the world but not build etc
Edit to add: Vanilla everything
I'm not an expert on windows hosting, but you might need to just lock your session and not disconnect your session maybe ? I think the process is linked in some way to the user running it. It either that or you run it as an another user