#dedicated-servers
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Wait you think I am a human? Does this mean I passed the turing test?
Did my sarcasm module work ๐ฏ
Tars, adjust sarcasm to 10%
Permission denied.
I cannot recall you discussing taking a turing test.
Well yeah you aren't supposed to know about the turing test until you fail it.
It wouldn't be a good turing test if you already knew you were talking to a computer from the beggining would it now.
anybody know where to disable qemu in proxmox?
Set the CPU type to 'host'
thanks
hay is there any way to do custom music on boombox on server ?
if you come back to it, the factory passwords are usually indicated on the bottom tags
things like "the 16 first character of the serial number" etc
can som tell me why dedi server has at time that is 2 hours behinde the computer time in consol. and is thear a way to make it run on pc time
perhaps UTC
Utc is only one after at my location
+1 for day time saving (just guessing)
maby.. hopning to find a way to chance it
where do you read the time?
let me check this in my docker
YYMMDD time
wait a month and it'll be only 1h off
me denmark and +2 was hopning som had a parameter to add to server to force time zone
like in webserver logs, etc. its common to use UTC. Why do you want to change it?
is it a linux server? then you can write a pipe script that replaces the timestamps
windows server.. and i like to chance it to fik server time so i dont net to cal to rigt time whan i look to to finde reason for ect crash and so
๐ I never noticed because my servers are set to UTC but looks like the server logs UTC on my local pc as well xD
hm, perhaps with some power shell magic, try chat gpt for a translation script
there's a setting for it
asking chatgpt for codes, worst thing to do
something is up perfomance wise with creatures.
running a i5 6500 with Pterodactyl,
made a full playtrough with 3 people on the server with version 0.8, only the usual desync problems related to the dedicated server.
but with 1.0 the cpu usage goes up with when a creature is somewhere in the player area and the usage goes up for ~25% to 70%
as soon as the creature becomes aggressive and attacks the player the usage goes to 100% and it starts to lag,
anyone else observed the same?
for simple tasks it is useful, it wrote me a complete node api (i am a .net develloper but wanted to keep it simple) to provide the savefiles for the other players. Just a little corrections an it worked
Are drone ports bugged on dedicated servers?
This is showing the wrong target and an irrelevant relevant port
Does it really matter?
"no drone"
to me yes.
Yes I know there's no drone, the drone comes from the other drone port
that's not what I'm highlighing here
It's pointing to the wrong target
I'm not sure what you mean
oh the relevant port
you're sure this one is not set as a target of the dune desert port by accident?
oh wait nvm
dumb question of me lmao
in that case it does look bugged yes ๐
I probably never noticed because I have exactly two drone ports
am I correctly seeing you have drone ports with duplicate names?
timing xD
Yes, they're ports I haven't assigned to anything yet.
they mention that the dropdowns stop functioning correctly when you have identically named drone ports
Maybe
just to see if it fixes it - can you give all the ports unique names for a bit, i.e. add a number?
Yep, good call.
helllo, i have a dedicated server with pterodactyl... i see when nobody is online, the server is like in "pause" and no "chunkloadded" like a minecraft modded server... so, factory don't works when i m offline.... do you know how to fix that?
yes, disable auto-pause in the server settings screen
ah ok, i try with command line and not working ^^
and do you know how install mods with pterodactyl or command line?
You may need to check in with the ficsit mod discord for answers to this question.
1.0 introduced a lot of changes and broke all mods, so a lot of mods need maintenance from the creators to work again.
There is no cmd line cmd for that
and never was ๐
Was the same before 1.0 ๐
And there are no mods atm and will never be able to install via cmd line. YOu will ever need the ModManager to install mods
i find this on google: -PauseWhenEmpty=false
dont work
use ingame Server manager
thats the official way
only 1 checkbox
i m wit h an egg pterodactyl...
the egg never used this
because i use a vps for differents game
ok
do you know other tools like pterodactyl?
You are only able to change this in servermanger; btw also before 1.0
Pelican
have nothing to do with Satisfactory and i bet google anwser this
indeed
and i don't like use docker like that ^^
i know docker is great but too complicate for me ^^
thats your opinion
indeed, it's for that i said "i don't like" and not "docker is a bad tool ^^ "
BUt, i dont know any opensource Panel, which dont use docker to host gameservers
idk really, what docker have to do with your problem ๐
we speak about pelican tool ^^
dont pause the server was ever in servermaneger since the first dedicated server was released for satisfactory
lol? Pelican = Fork of Ptero? tecnical the same
Pelican is under active development and add new features. Ptero onyl gets security updates, when the dev have time and get enough donations
In terms of programming and features, ptero is dead. Matthew, the new dev, doesn't do anything. That's why all the devs who worked on Ptero have gone to pelican
same as before; parkers eggs for free eggs
but we are now offtopic
indeed ^^
I wish we could ban people from dedicated servers
change Password as a workaround
ah yes I forgot about that
Pterodactylยฎ has their own Discord server. Maybe head over there with questions about Pterodactylยฎ....
I'm using Portainer to control my Docker containers.
anyone succesfully changed the max bandwith?
edited the game/engine/scalability.ini and changed the bandwith to "104857600" and made it read only.
same on the windows client.
when i connect it shows on the serverlog
Client netspeed is 300000
made entries for every network quality level on the client
[NetworkQuality@0]
TotalNetBandwidth=104857600
MaxDynamicBandwidth=104857600
MinDynamicBandwidth=10485760
and so on...
when i change the quality from ultra to high the log shows
Client netspeed is 300000
did they hardcore the network quality stuff?
This should work now. I know the post is them saying it doesn't but I have done this in the past and it worked. I think your exact lines might have something wrong.
But I don't think changing network quality is something that needs to be done anymore.
thx, will give it a try,
i want to increase it to check if it help on some lags with larger builds with blueprints, i see the network traffic spiking without any sigificant cpu load but its get laggy for a second.
Been having this issue since starting up a new server. any ideas?
Tempted to adjust the tick rate....but No performance issues atm...so I do not see a need....Any reason other then performance?
Most common cause for this is the clock or timezone setting on the server host being incorrect
Hey all, set up dedicated server on my debian vm earlier, I can connect on the local network but my friends are unable to connect
ports have been open on my router, canyouseeme says the port is open but they're getting this error
Only reason I have ever adjusted tick rates was to make belts look smoother.
weird, i am running this off my own rig. Any fixes?
... check the date and timezone setting on your rig, I suppose?
Are you sure the IP info is correct?
yeah just triple checked everything :/
man i wouldnt even know what to look at to see if it's correct or not lol
Well that error is a generic timeout. It doesn't look like they are getting to it at all. Do you see any login attempts on the server when they try?
Nothing at all when attempting - but that's for the info, I'll do some rebooting/checking
also nice mutual servers nerd ๐
With you seeing nothing on the server I would make sure it's binding to the correct ports your forwarded and the correct IP.
Are my friends supposed to go to orbit when i use a boombox next to their log-out body?
I think they should sounds like a great time
anyone else have any ideas on this? Tried re-installing both satisfactory and the server, no dice
certificate is not yet valid
check your time and date settings
Hi all! A quick question if anyone has a moment. I'm trying to host a dedicated server on a second machine I have and have it running fine through SteamCMD to my other machine. But I can't figure out how to get anyone to join from outside of my network. There's no Session ID to share and they can't join via Steam when I'm playing either.
Totally new to this, so any help is appreciated. I feel like I'm missing something super obvious.
what settings specifically would cause this? time and date settings in epic? windows? etc?
client and server host machine
running this off my own rig and this was me attempting to connect to it
Imma assume you need to port forward your router to the port you have set to use, then give people who want to join your ipv4 address and the port, then they can join via the server manager
any idea what happened to my screen?
By the looks of it, you paid the sun a visit
The connect via the server manager same as you did.
Trying this
Have tried but it doesn't seem to work!
Check what time it shows in the log file that would tell you if it's off.
Do you have the ports forwarded on your router?
i believe so! i'm a noob here but i think i've got it
Ive already told him about that, but yeah how u join dedicated servers is with the host ip and port
and port forwarding allows people that arent yourself to join
What happens when they try to connect? Do you get an error or see anything in the server log?
i'm trying to get my friend to try to connect again right now haha, will report back!
Do you know how to get ip and port?
aight
how do I use a blueprint from a local game on a dedicated (hosted on indifferernt broccoli) server?
I dont really believe you can
I dont think the devs intended for people to make blueprints that way
You can put them into the file. I don't remember the location but if you search in here I know people have done it.
I think I've done it correctly? (Tp link router)
You need both tcp and udp did you do that?
yup
yeah that port is set up for the IP of the machine i'm using as the server
alright
Has your friend tried to connect again?
still waiting for a reply ๐
i think he started playing something while i was troubleshooting ๐
If you need more extensive help then feel free to dm me, but it seems u might be all setup
How are you getting the ip you want to use?
"whatismypublicip" .com
ope lol
that might work but to make sure your internet doesnt have a vpn or something, a more reliable way is open command prompt and do ipconfig
Also if your ISP is using cgnat you could have issues.
From a quick bit of research seems like my ISP might be. Would that cause issues beyond the IP changing?
where would i find this log file? sorry not super literate in this stuff
Check frequently ig, Might screw with your port forward but I cant garuntee since our ISPs are so different
Is there a way to change faze and tier you start on on a server also how to take the multiplayer ssave and move to server.
literally all in the ui
If they are using cgnat then you can not host a server.
Seriously, fix the fucking pipes on dedicated servers. This shit is ridiculous.
he just sees it as offline, so yeah i guess cgnat is the next thing to check. supposedly i can call to get it sorted
do you know ur public IP?
yes
does it start with 200?
no, 173
then its prob not cgnat
oh well that's good!
gotcha
on a local machine separate from the one i'm playing on
ok can u access it locally?
yeah
try going to https:// publicip:port in ur browser
tell us what u see
no space, i just had to add it so that the link wouldnt be removed
I mean it just googles it lol, "portchecker .co" says my IP and port 80
u have to add the http
specifically
and publicip and port are the publicip and port of ur server
no space
LOL ok I'm dumb ๐
"can't be reached" ๐ค
just a default chrome page? or whatever browser ur using
Can u show us the page without identifying info?
Probably the ISP using cgnat then.
Chrome yeah, "this site can't be reached" generic error page
IP starts with 173, not cgnat
cgnats 100.64.0.0/10
Ok then its a port forwarding issue
Just to be clear, u used the 173 IP and the port ur servers running off right?
Cgnat isn't a public IP. It's a fake public IP. If he went to whatismyip that won't show cgnat.
My router app asked for the internal IP of the device I was setting up forwarding for. Lemme check that out again
isnt the resultant IP in that case still in that range?
I thought thats how cgnat worked
Just that multiple locations can share an IP or smth like that
No. think of it as a second nat. At least that's how ISPs use it. That's why servers don't work on it.
Where would I be able to check
Okay thats news to me, then how would someone figure out if they are cgnat'd?
is that per router?
The IP on your router.
IP on the router/modem will be cgnat one but the public the ISP nats it to will show on whatismyip.
huh good to know, thanks
Like I'm 5, where? ๐
what brand router?
TP Link Deco
I see a 192 IP with a 255 subnet but I'm not sure if that's what you're looking for
192 is local
Somewhere on the router it should show the IP that is being handed out by then. It might even call it a public IP.
Figured
Ok checking
That's your internal IP.
Worth a try?
Yeah that's where I'm seeing 192 and that's all
Do u have a "wan" page or a "network map" page or smth like that?
can always google whatsmyip, it should show you your wan ip
We r trying to figure out if hes cgnatted or not so he has to check his router specifically
are you able to see what your router is pulling on the internet/wan side?
Ok I'm pretty sure the issue is that my ISP has me running off of a second router. They plugged mine into theirs to save some headaches during install. Lemme Ethernet my laptop into the other one and see if that gives the info
if it's not the same as the whatsmyip address then your probably nat'd
xfinity?
idek if ur NA
Lumos, a small provider in NC/SC area
hmm, yeah if the other router isnt specifically in "bridge mode" or "ip passthrough" or smth like that then the ISP router would be blocking the ports
See if you can enable that on the ISP router
That usually requires a call to the isp and they generally like to charge more for a static ip
not necessarily
I could switch my xfi router to bridge no problems
idk the policies and politics of small ISPs tho
Best to bridge and avoid double NAT
bridge mode is different, but if it's nat'd and not getting a wan address...
thats what we r trying to do now
then it won't solve the problem
hes saying hes not bridged at all, and he couldnt find the wan IP
not that it isnt getting one
thats why I said if you can get into your router look for the wan address and compare it to whatsmyip google search
if theya re the same then he should be able to host a server
Yeah, just endorsing the solution xD
if they are not then he is being nat'd and will need to call the isp
Ok I think we're in business on the ISP router
Ipv4 starting in 216
"port dmz already used"
The ISP router does appear to be in a bridge mode
if you can't bridge it DMZ it to your router
and set your router as a static ip
on the wan side
then on the router forward the ports to your servers ip
Wait no crap, I misread the page. IPv4 is 100.68
That's cgnet isn't it
On the ISP router
if you want you can shoot me a message, I'm headed home though I can help you with it when I get back on, I shouldn't be to long. What does whatsmyip on google tell you? Is it the same number?
hay guys, one question.
Is it possibel to start from beginning on a dedicatet server?
When i create a game it sends me straigt to stage 2
173 on that, which is the same I was seeing on the other router
other router? your isp's router? or your router?
Same 173 IP on both
can I message dm you?
Yeah
Nope, start on local multiplayer then upload to the server once u get tier 2
well just until you finish poop is enough
thank you guys for your help, i'm gonna take another crack at it tomorrow but i learned a lot!
I just ran the update via steamcmd.. wtf?
you installed/updated to the wrong folder then
yea... i just relized that
How do I make steamcmd install to that specific directory?
its not cd like normal cmd prompt is it?
you force it
do we need to pay to make a 24/7 server?
force_install blah/directory/blah/server?
also, not a server question, but client, my game on steam, i hit play, and nothign happens ; ;
.
yeh somethin like that
hi, does dedicated servers mean 24/7 servers hosted by satisfactory?
ok, thanks
+force_install_dir ${SERVER_DIR} +app_update ${GAME_ID} +quit
that seems to be it
with slight modification tho lol
thank you all
So I've got a Windows 10 box running server. It was set up per the gg wiki page using steamcmd. I have it set up as a service with " -log -unattended". The service is running and FactoryServer is running, using about 4gb of ram. Windows firewall is disabled and I'm attempting to connect from a client on the same subnet (no filtering between the two).
When I first start the server, the client can see it in Server Manager. I can only join through Server Manager; adding it to 'join a game' doesn't work. I can play around for however long I'm in, but it seems that shortly after I disconnect, the client shows the server is offline. The service and executable are still running on the server, but it can't be managed or joined from the client.
I don't see any mention of this on the wiki page, so I figured I'd ask here. Apologies if it's already been answered somewhere.
known issue
okay... rereading it. Any clues on where to look? I don't see anything matching under the FAQ.
even searching for the word "offline" only returns results from previous versions
Downloading and running the game server is free.
When connecting to the server you only use the server manager. With the issue of it being offline but the .exe still running is a know issue. The server stops listing on the port but the server still runs. No know fix or workaround.
Understood. I'd seen the mention about 'join game' not working, but not the 'offline' issue. Odd that Windows still shows that it appears to be listening on 7777, but good to know this is a known issue. I'll keep an eye out for an update. Thanks!
if I want to add a friend, do I need to be on for him to play
The server needs to be on.
Can he turn it on from his pc, if I created it
Not unless he has access to the host that is running the server.
Ok, thanks
Did you Port-Forward?
Windows firewall is disabled and I'm attempting to connect from a client on the same subnet (no filtering between the two).
has anyone figured out the breakdown of the listening port thing with windows yet?
I can join just fine the first time and it shows the ports open
But once I leave, the listening ports collapse
I've added
FactoryServer.exe -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any -log -unattended
to my exe from the site listed in the FAQ, but the same issue persists
Thanks for sharing. Iโve been having this issue recently and was wondering what I was doing wrong
u dont need the defaultbindaddr
thats the default functionality
I've test with just -log -unattended
same results
is this just a windows hosting thing and I'd be beter off with a container using 'nix?
see what happens
sure, one sec
Container would be easier yes
Like docker?
initial connection working fine. disconnecting now and trying to reconnect
no good, same issue
it breaks down the listening port on disconnect
understood. I'll start whipping up a container of it. Thanks!
yup take a peek at wolveix' satisfactory container
hes in here so u can just ask qs if u got any
gonna nuke those screenshots just in case I missed any ID info on them.
thats fair
I'll go check it out. Thanks again!
How can i increase server pop for dedi server?
-ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8
put that in ur launch args
change the num to whatever
is there a way to not do it through steam so I can play on the server with my same acc
steamcmd
easiest way to do that is thru docker prob
saves u having to faff abt with launching the game
I had the same thing pop up earlier today. Kicked me off my server and havenโt been able to join back if connecting from WAN. Double checked all router setting and nothing has changed
two questions. #1 can you make the server (windows 10) use more ram? and the server crashes anytime anyone tries to use a blueprint machine (error code pictured below)
open a chrome tab or two
Does anyone know how to do a dedicated server of version 367101?
Yes, we experience the same thing.
Put together an OpenAPI 3.1 specification for the HTTPS Game Server API
https://github.com/satisfactory-oas/spec
Not yet gotten to publishing it via GitHub Pages so it's remotely available, but you can find the same and a html page generated from Redocly brimming with great information about the HTTPS API and how to properly format all your requests https://github.com/satisfactory-oas/spec/releases
this happened overnight and my server is non accessible anymore.
Is this something I can resolve myself ?
I'm desperate here ๐ฆ
is your server on the same computer or local network as you play the game on? did you restart the server after closing the game?
Hi Lena, thanks for a quick reply. it's on a different physical machine, that I even restarted.
I loaded a savegame from before this happened and it runs fr a couple of minutes before it starts doing this again
can you download the save, load it in single player and re-save it, then upload the new save and load it on the server?
I'll give that a try n a sec.
The satis calculator website sees the "77" and "72" numbered power grids, which is "some" help
yes the log indicates an issue with connections on power poles. do you see any excessively long power lines across the map in SCIM?
bet it's another blueprint glitch. a cable not attaching properly on one side, or a power pole placed in the blueprint that was connected to something that didn't save in the blueprint properly
did you place any specific blueprints recently?
we use blueprints all the time on the server, so that's a possibility.
Single player loads, but funny enough lights are blinking, so that's a sign the electrivity is an issue?
Saving as a different name and copying/loading that in the dedicated server did not solve it, alas
yes it's trying and failing to finish loading the power grid because it has missing connections
backup your saves. if you still have the blueprints loaded in the designer, you can try clearing the blueprint designer and see if any of the structures don't get cleared
I'll see wht I can do in single player to rectify this.
What a drag ๐ฆ
yeah.. if you want you can share the save and I can try to take a look
hm, I'll send it through pm. Can's put URL's here ๐
@clear lagoon at first glance it seems that clearing the blueprint designer did the trick.
Finger crossed and โค๏ธ for this pro tip
I'm not liable for brain damage cause by the spaghetti that my friends added in the save game btw ๐
it's kind of obvious in SCIM one of the things that went wrong. this structure here is a blueprint I'm guessing?
jup, it's a small tube hub
some of the power lines are attached to another copy of the blueprint way far out
(just above the red arrow I added)
holy moly. That's so weird ๐ฎ
Blueprint bug indeed then
same for that to the next one further north
that's a very good eyesight and insight of you โค๏ธ
Guess I'll redo that blueprint ๐
OMFG, you're such a lifesaver Lena
delete the wall outlets that have the long lines attached in SCIM and hopefully that fixes the issue
jup, unloaded the blueprint solved the issue, so I'll remove the wall outlets and save it under a new name, delete the old BP
hero
no problem, glad I could help ๐ can you raise an issue for this on the QA site and upload your save there for the developers? it might help them with troubleshooting the issue
I shall do that.
You're awesome and thanks a bunch for this insanely speedy help
I just realised the one in the middle is actually in the blueprint designer. so the two of them that were placed in the worlds were actually connecting to the one in the designer. wild ๐
it's the wall outlets of the placed blueprints connecting to three of the hypertube entrances in the designer
huh so I was curious but this is actually kinda interesting. the bugged hypertube entrances are actually in world-space and not attached to the blueprint designer.
i.e. normally you have
the glitched entrances do not have it
glitched entrances are also missing from the placed blueprint (I think)
I bet the blueprint saved the wire connections though, which led to this
server doesnt seem to autorestart after the 24hr restart happens
this is cooked
Hi there, is deleting a BP server crash a known issue ?
there are several ways this can occur
normally it should save and reload during that time... did it do nothing at all?
it just left the server offline
the server process doesn't exit during the restart process, it just restarts the map/session. this means your server crashed
you can check the logs if you want to know why
Hello, i created a server with the steam app. I forwarded the port 7777 for TCP and UDP and also for the Windows firewall. I can connect to the server (with local host) but my friend can`t find the server (with my IP-adress), there is only a text that say "This server appears to be offline". Did i something wrong with the port forwarding or is somewhere else something wrong?
so I switched from hosting the game under window to hosting the game under linux and now I rarely get "Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003" crashes and then the save game seems to be broken. Anyone knows what this is? Am I missing some dependencies?
The port forward or firewall is configured incorrectly
Thanks, i will try to fix it
That could be literally anything. can you provide the log for the crash?
I searched arround for the Crashes and it seems it could be the lack of IPv6 (see: https://www.reddit.com/r/SatisfactoryGame/comments/12s3l7m/comment/jgwlakw/)
I added -MultiHome=0.0.0.0 to my Params
I start the Server inside an netnamespace in linux so It only can bind to the given IP so this should be fine
๐คทโโ๏ธ like I said, it can be literally anything. in effect you didn't provide any info other than "it crashed"
someone already talked about that in #design-and-architecture
triggering it on purpose
but it's bug
should not be possible to put line accross the blueprint borders even if it's with the same blueprint element
@clear lagoon here is the full console log
oh no this is worse. they designed a blueprint with a bunch of hypertube entrances, but for some reason some of the hypertube entrances didn't save as part of the blueprint, but they were "connected" with wires to wall outlets.
the original is still placed in the blueprint designer.
now, whenever they place the saved blueprint, those same wall outlets on the blueprint connect to the hypertube entrances in the blueprint designer all the way across the map
I mean this is not worse
this is just a way of it triggering
I guess the on purpose triggering you mentioned would be effectively connecting machines in a blueprint designer to world buildables, i.e. causing the blueprint to have infinite range power?
that's a crash on failing to render a pipeline shape apparently
So anything that I can do about it? I am not playing the game I am just hosting the servers^^
It seems this sometimes happens on autosave
do you know if your players were placing any pipelines, hypertubes, or blueprints that contain those when the server crashed?
not sure there's much you can do. it's probably a bug, though I haven't seen this specific one before
Looking for some help - Can no longer access our dedicated server. We are at T8. Tried deleting some newer builds but still nothing
hmm just hit confirm @slender pollen
@Lena I dont know this but maybe they did this, yes. I will ask them. But thanks for the help so far ๐
Just loads for ever it seems
if your server provider does not install a certificate, the server will generate one on its own. does it get stuck after clicking confirm?
oh boy. that's the same bug we saw this morning ๐
Ah, maybe a thing then
asking a question, can i disable spiders in an already started dedicated server
you can fix it by deleting any power outlets that connect wires from a structure outside a blueprint designer to a structure inside a blueprint designer in SCIM
you didn't access it before since 1.0 release right ?
yes, you can change advanced game settings
if you mean cat it's per user setting
else it's in advanced game settings
sorry, is it in somewhere of this
create a new save in "manage saves > create save"
then go to "load save" and click "load game with advanced game settings enabled"
Thank you, we are trying what suggested now
Hi Lena. I was hosting the game for Soup. Removing power storage that was created in a blueprint worked. Loaded the same on single player. Manually dismantled. Saved, uploaded to the server. Started OK. Guessing it's a combination of blueprints with power storage wired up to each other
chances are something in the blueprint designer didn't save properly into the blueprint. the bug you're seeing appears to be wires from a placed blueprint (these wires are invisible in-game) connecting to their original connection points in the blueprint designer.
when the game tries to load all power grid map cells it fails because those connections don't add properly
I always (and would recommend) clearing the blueprint designer after saving a blueprint: if anything is left behind you probably have a bugged blueprint and need to load it back and replace the missing structure
I actually may still have an old save with an example
here's an example. see how several walls are left behind? it glitches out worse when they're conveyor belts, machines, power poles, stuff that can be connected to things that actually saved to the blueprint properly
I've been hosting on linux for a while. Everytime I launch my game, I get a server mismatch. When I use steamcmd to check for an update, it says everything is up to date.
are you using the same command as during original installation, including force_install_dir if you used it?
then you are installing update(clean install) into your steamcmd/steamapps/common (default install location)
steamcmd doesn't remember the download path. if you use app_update without force_install_dir it will make a new installation in the default folder
10-4
to update your existing installation, include the force_install_dir
right, thanks. Habbit from something else
ideally just set up an .sh file
same command for installing as updating
just run it every time for update
Hello, i want to see if i forwarded the port correctly, but my friend is not online. Can i use a VPN and try to connect to my ip?
you can try. not sure if it works with all VPNs ๐
Does anyone know how to do a dedicated server of version 367101?
yes, but why?
I want to make a server with friends and we all have that version
and is there a specific reason you don't want to update your game?
don't ask
I just did
ill ask to, why do you want that version ;)
๐คทโโ๏ธ if you don't want to answer you can update your game to the latest version
or find a volunteer who wants to help you anyway ๐
Come on, you don't want to tell me
I'm going to guess somebody doesn't want to pay and thats the only version they can find for free.
Nope.
Ok
This assumption is exactly why
but a different question, is it possible to lock your game version? i do not want to update everything all the time
besides disabling auto update
This is the only thing I know of.
if you manage to make the game start from outside of steam
you can make the manifest file read only to prevent updating
no idea if it works for sf
well, ill just disable auto updating then
thats not how that works
problem with this is you don't have a steam or epic ID if you launch without the launcher. meaning you get a random user ID, and therefore you get a new pawn/pioneer whenever you load the game
its still gonna show you have to update
I mean you still have steam running, but you cant start it from steam
because it says it needs update
even if you use the launch command instead of the steam button?
but if you can start over .exe then it might work
hmmm.... can always try
thats what I mean
cool, thank you guys
well maybe disabling the the autoupdate inside steam might also do that
but not sure if you can trust it
otherwise have to find manifest file and set read only and then it will fail to update
something you might do for a game like skyrim
then I wonder
how does he have a "free game" and connect to a normal steamcmd server ๐
does that even work, or does the server not verify
( or maybe it does not work and he does not know that yet...not paying, more trouble, how it should be ๐ )
back in nonsteam cs, you also needed nonsteam server
I have no clue what, if any, authentication the server performs. I've never tried joining a server without an active steam session
I just don't want to waste my time on people who want to do copyright infringement against an indie game studio. the game's cheap for the amount of playtime most people would get out of it
also lived in a country with no money some time ago
but yeah I understand ๐คฃ
so it does not check any ids
so yeah, just dont expect support ๐ (disadvantages to not paying, no auto updates, trouble with mp, similar)
probably because EOS doesn't know what games are owned by a steam ID
primary backend is EOS after all
yeah
Within the game there is the option to log in with Epic and Steam
wow
Luisfy/MoP: just purely informational, but.. #rules message
Oh
I just read it
literally always with such version of the copy
never expect to get support
<@&387163995947270144> please ^ (discussion of pirated game versions)
Arenโt the rules clear?
in other news... anyone have good tips for trying to nail diagonal foundations alongside the world border? ๐
anyone else have this issue aftewr their game crashed??
according to the host website and consol eits online but im unable to find it or join it after my game suddenly crashed
gotta reboot the server
i had the guy who owns the server reboot it 3 times ive even restarted my game and pc, even reinstalled the game
anyone know how i can optimise cpu usage from my vps, with one SF server running, and one person on the server (on a fresh save) its always sitting on 50%+ cpu usage.
vps specs
8 core AMD CPU
32GB Ram
400gb Storage
Delete it from the server manager and add the ip/port again
Most things you do to reduce cpu usage will also reduce the quality of the game experience. I think lowering the target tick rate would be the easiest and most effective method
might sound dumb but how would one do that
The wiki has an article on how to configure that
will take a look now, cheers
I'm getting random kicks/timeouts. The kick message says everything is running at 30 TPS. I'm running an i9-14900k, 128GB of DDR5, and an NVMe PCIe 5.0 SSD.
Does anyone know why this is happening?
Max players: 3 (at the same time)
No packet drops. It's also happening when connecting to the local IP.
Could it be that I set the server to "Ultra Network Performance"?
is that windows or linux server?
Ubuntu 22.04
do all players experience this or just you?
do you all drop simultaneously?
All players at the same time. When this is happening everything freezes and you can't access anything or equip anything
what firewall, if any, do you have on the ubuntu server?
Also the server average tps says "30"
Well, I thought this was the issue. So I disabled everything, and it's still happening. ๐คทโโ๏ธ
The issue isn't consistent; it's random. Sometimes it's after two hours of the server restart; sometimes, it's after 18 hours. ๐คทโโ๏ธ
can you keep pinging the server while playing and see if it remains reachable the instant players drop? i.e. no packet loss around that time
I will try to keep pinging the server from a VPS to my home hosted server (where the server is hosted).
not the WAN IP, that'll remain reachable even if the server is shut off. via local IP. since you say the issue also occurs when connected from in the LAN the server is hosted in, my only guess right now is that either the ethernet adapter freezes or you have some physical hardware that's failing between the server and the edge router
also your hardware is really new and ubuntu 22 is kinda old so you may have better drivers on a newer version
Well, everything between my PC and the server is connected with fiber optics. I hope it's not one of the cables or connectors. 
the fibers should be intact if you didn't exceed the max bend radius during installation and they came pre-terminated ๐
if you have a fiber switch you can probably live monitor the port status so might as well do that too
Yes, I will monitor that as well
Are there any updates on mod support?
hi
๐
setted up a server, saved a blueprint and the save keep crashing, any recommendations?
use the satisfactory calculator interactive map to delete the blueprint structures you placed that are causing the crashes
i didnt placed it yet, i just saved
so i should delete the blueprint maker?
you crash whenever you click save? or are you no longer able to log in after saving?
i clicked save on the blueprint maker and the game crashed
you can try to delete the blueprint from your server's blueprints directory. if that doesn't help, load an older auto save
whwre do i find them?
yeah the autosave (funny enough they like 5 minutes apart) also kills the game, i dont wanna load a 2 day old save
did you happen to save your blueprint while the server was auto-saving?
running multiple save actions at the same time causes issues
otherwise, try clearing the blueprint designer. if anything is left behind it's somehow not being picked up by the designer and you need to fix the blueprint
like the walls here #dedicated-servers message
its mainly the frequency of single core that might limit it
most VPS have pretty low and they are also mostly shared CPUs (someobody else might use your CPU)
I know Vultr High Frequency VPS is the best single core I saw (3.79 GHz Intel)
not cheap, but I absolutely loved it and their control panel and super snappy and everything, until I got a Hetzner dedicated
(the only one that could host Empires Mod source game with 55+ players which is very single core game, but 4 cores windows as it can somewhat use them in windows in that game [just for networking I think])
dont believe mine is shared, however im using the same vps hoster as someone i spoke to the other day, his SF servers sit lower than 2% all the time
currently all i did was limit the cpu, i havent pinned it on any cores yet, but i probably should, im still somewhat new to all this
tickrate i dropped to 20
limit the CPU?
dont see how could anyone have 2% with any players on (unless many many many cores and usage merged for all cores)
when nobody is on and its paused, yeah
Is it possible to start dedicated linux Satisfactory server without it loading the last savegame automatically?
how to fix them ?
UAkGameplayStatics::StopActor: Could not retrieve audio device.
UNetDriver::ProcessRemoteFunction: Remote function Multicast_RepActionState called from actor Char_NonFlyingBird_C_2146665666 while actor is being destroyed. Function will not be processed.
UNetDriver::ProcessRemoteFunction: Remote function MultiCast_SetLuring called from actor Char_NonFlyingBird_C_2146665666 while actor is being destroyed. Function will not be processed.
hejj guys/girls, so i am renting out a Satisfactory server and me the and staff have been trying to solve an issue i have.
it is the following the server appears to be online in TCadmin, but in the Server Manager in the game it states its offline, the resolve for this seemed so far the reset the dedicated server.
before we judge the hosting company, i am their first Satisfactory renter and they been helping me non stop ๐
-
the games port 7777 on TCP and UDP, so check thats all good with them.
-
if the port are correct, has someone claimed the server via the in game server manager?
-
has someone been able to join, and then after they leave they are unable to join again, even tho it looks like the server is running (this is a known issue mostly impacting windows based servers for which there is no 'fix' yet, other than moving to a linux based server)
its the 3rd option
thank you btw ๐ got the server hella cheap so i am happy asf xD
Do you know if they are hosting it on windows?
Do they have the option to host it on linux?
windows and nein
I don't think so.
asking them now, if its able to swap to linux to double check
its the best bet at the moment, sadly there is a known (known by the community, but not yet acknowledged by the devs) issue with some windows based servers.
does not impact all, but enough to cause a lot of headaches for people.
i have had it running now for about 30 hours, and i only pay 12 bucks a month so i cant complain about the service i been getting.
they sound willing to engage and help, you cant ask much more from a service ๐
exactly, i would pay extra for the service
and in this issue, its not their fault, nor might they be aware, as its not yet formally acknowledged, so they might only become aware of it they were checking the satisfactory discord or QA forum.
good luck and god speed!
Just an update if you are interested. my best guess is that this crash happens if save has advanced settings enabled and another player changes smth in advanced settings while I was offline. 2 other players got same exact crash after I changed it and found out from one of them that they been changing these setting. good thing that save was for stress testing only. we start new game tonight. wish us good luck to not get same crash again ๐
Alright, I'm tossing the towel in and need some help. So before 1.0 release, my ds worked just fine. I know the port requirements changed and I've udpated my port forwarding and security policies accordinly. However, I am still unable to see the server on the WAN side. LAN side works fine. Since I've had other servers running on this dedicated Windows machine in the past, I decided to reset the PC and start from scratch in hopes that would resolve the issue. The issue I seem to be facing is when I fire up the ds, it doesn't seem to reach out to the Satisfactory servers. I followed this video: https://www.youtube.com/watch?v=9NIYZHxYcas and everything goes exactly as expected until I fire up the server. In the log, you can see the server never tries to reach out to the WAN side. I have verified that TCP 7777 is bound to 0.0.0.0.
Any help/ideas is much appreciated.
why would it
server looks fine
But it is unable to be seen from the WAN side as the server shows offline. But when I connected to the LAN IP, it comes up. I don't see any traffic in the firewall logs for the ds reaching out (not sure if there should be), I do see logs coming in though for TCP port 7777 and have verified that both the security policy and NAT policy are being hit correctly. It's almost like the ds is receiving the traffic but not doing anything with it. The ds has it's local firewall inbound policies created as well. I also disabled it's firewall for troubleshooting but still no luck
sounds like it's your port forwarding then, no
I've verified through the firewall logs that port forwarding is working and I see the traffic reaching the ds on port 7777
when you say receiving the traffic but not doing anything with it,
you're not playing on the same box, are you
No. This is a dedicated machine just for the Satisfactory ds
well that's a new one
Can we mod yet
ask the modding discord
so you're getting all the LogNet: NotifyAcceptingConnection accepted from: , but that's it
you chopped your log pretty hard, so i'm only guessing
And before 1.0, the server worked just fine and was able to be seen from the WAN and LAN side. The only thing that I can tell is different is the port requirements. So in the firewall, which is a Palo Alto firewall, I added in both TCP-7777 and UDP-7777 to the applicable security policies and NAT policies. Since it's a enterprise grade firewall, Palo Alto doesn't have a dedicated 'Port Forwarding' section, so you have to build out specifically what you want to happen. For T-Shoot purposes, let's just say it's setup correctly....I may or may not work with Palo Alto firewalls on a daily basis for work ;)...lol
No, there are no LogNet in the log file. What I shared is all that comes out of the cli
Or LogHttp
so when i knock on mine on both tcp/udp, it writes that accepting connection line
and a warning/error when trying to http the https
I'm hosting a server locally using the Steam Dedicated Server app, default settings. but for somereason when ANYBODY disconnects at any point, it'll auto-save which is good, BUT it also disconnects the server completely and I have to restart it, anybody know why that's happening or how to fix it?
known issue, upvote https://questions.satisfactorygame.com/post/66e08561772a987f4a8a9d67
or could've scrolled up half a page
This log looks correct. The server doesn't reach out to anything. It just need you to hit it. It doesn't look like any connections are hitting based on these logs.
Thanks for the update- interesting find; I'd suggest you post that with your crash logs on the QA site if you've not already!
Thanks for verifying the ds does not reach out. I did a packet capture for traffic going to the ds and I do see traffic on port 7777 reaching the ds.
Reading through this, it doesn't seem like the same issue. My ds is on a dedicated Windows machine and is actively listening on port 7777 bound to 0.0.0.0
that was to the other person
With upload and download buttons in server Manager...
Upload to server then load that uploaded game. Then server says creating game...
Is the server started?
how to fix them ?
UAkGameplayStatics::StopActor: Could not retrieve audio device.
UNetDriver::ProcessRemoteFunction: Remote function Multicast_RepActionState called from actor Char_NonFlyingBird_C_2146665666 while actor is being destroyed. Function will not be processed.
UNetDriver::ProcessRemoteFunction: Remote function MultiCast_SetLuring called from actor Char_NonFlyingBird_C_2146665666 while actor is being destroyed. Function will not be processed.
you don't.
sup, is it a known bug that u are not able to save any blueprints on servers?
it just crashed down
no, you can save them
how?
well, yes... i can say "save" and the server says blueprint saved. but i dont see them in the construction menu
the moment ill put them in a directory, the server says "beep boop goodbye"
are you opening hte blueprint tab in your constuction menu?
huh
wanna try it? can send u the server adress :D
well I am having kind of hte opposite problem
we got a blueprint machine that when you delete one part of it, the server hard crashes
any workaround?
or potential date of a fix?
i got and expected these errors in the experimental or early access, but the blueprint designer was completly fine for me then xD
they really messed up the dedicated servers for 1.0
well, it was a big patch
can i save them on a local instance and port it to the server game?
There are many ways in which I am an idiot, and this may be yet another example.
but Saved Saved\World\Saved\SaveGames\ doesn't seem to exist for me dedicated server.
It's WORKING and the server stops and starts and remembers everything just fine, but I can't actually seem to locate where the savefile is.
Do you have a config directory
yes
Itโs in there navigate to thru the same factory game saved save games something like that
Blueprints are also there
Have you started a game yet
oh yes, quite far into it, actually
and I just stopped it to copy over my blueprints, but can't find it
I restarted it to make sure it's still "saving" and it picked up right where I shut it down
so those saves are SOMEWHER
lol
Well an easy thing if you just need the save is to do it from the server manager but I get wanting to find the folder
You can download and load saves from the server manager in game
os?
yeah, I copied a game save over earlier and it's gone now
(from that directory)
so it's putting them somewhere else I think
yes
Is server your own setup or third party provider
it's local
I set it up before 1.0 released
and then updated it.
the save I had copied from local is gone, and the new one that we started for 1.0 is not in that same location anymore.
[2024.09.28-19.00.39:681][789]LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147437472::SetMeshes, This cannot be called after PreStarted.
[2024.09.28-19.00.41:328][836]LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147437439::SetMeshes, This cannot be called after PreStarted.
[2024.09.28-19.00.42:768][879]LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147437432::SetMeshes, This cannot be called after PreStarted.
[2024.09.28-19.00.44:274][924]LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147437414::SetMeshes, This cannot be called after PreStarted.
[2024.09.28-19.00.46:021][976]LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147437393::SetMeshes, This cannot be called after PreStarted.```
When dismantling a building it causes a crash every time
we have narrowed it down to a specific merger
Stby
I assume youโre playing 1.0 vanilla, remove the merger using a save editor and then load the save back in (backup your saves)
yes vanilla
I assume you have hidden directories shown etc)
Use the SCIM I assume you know the save editor
Just confirming youโre running a dedicated server via server manager and not playing multiplayer via local machine
I stood up a dedicated server, yes.
@junior tapir yea
My friend isn't actually going to play, so I was looking for the save file so I can either add my blueprints, or possibly, copy the save to my home directory and just run in normal single player mode.
and yeah, I just turned on hidden files (though I didn't need them before)
It seems to have moved, or removed "SavedGames" entirely.
(but still working perfectly fine)
What happens when you force a save game from within the file manager in game
Hi all! I'm having some trouble with my dedicated server. Yesterday, I had it set up and everthing was running fine. However, after restarting my computer, I can only access the server on the host machine. I can't connect through public IP or even Local IP from a different machine. I can only connect by local IP through host machine.
It downloaded just fine, not sure where it downloads them though.
Did you set the server machine to use a static IP? The IP could've changed when you restarted.
It downloads to your local game save games @inner sail
Yeah, server machine has static local and public IP
I also run a media server off the same machine and it works fine from local or public IP
C:\Users[YourUsername]\AppData\Local\FactoryGame\Saved\SaveGames[YourSteamID]
Maybe the firewall rules weren't saved?
@junior tapir yeah.. that's where the server is saving things now. It's no longer saved under the dedicated server path, it's now saved under the user's appdata/local just like a local game.
but I found it.
thank you
weirdly, my blueprints should be showing up then (I would think)
that's where the blueprints are saved...
As far as I can tell, everything is opened properly. On Windows Defender, it shows Satisfactory Dedicated Server has both udp and tcp open on public and private networks
%AppData%\Local\FactoryGame\Saved\SaveGames\server
that's where the server is putting the saves now
and why one of them its tping me back like lag
so looking at the temp "solution" to the problem of leaving the game causing the server to disconnect. it suggests adding the server in server manager using your IP instead of, say localhost or 127.0.0.1. well when I try to add a server through my IP, it doesn't show up? i jsut get "This server appears to be offline". anybody know what I can do?
nat loopback
not sure what u mean?
@rapid spindle found my solution. At some point, my wired internet connection got switched to a public connection rather than a private one, so i guess even though everything else was configured right, it still wouldn't allow that connection. Changing it back to private fixed the issue and i can now connect through public IP and other machinces
windows being windows lol
Anyone missing the player category on the map?? I cannot see anyone on the map now....
you can't use your own WAN IP from your own local network to connect to your server unless you have NAT reflection on (if it's on another machine) or NAT hairpinning (if it's on the same machine) which are settings you usually would not have at all on a consumer grade router
gotta use internal IPs at home
you can't fix this, it's a bug in the windows edition of the dedicated server software
it's up to CSS to fix
there's an issue when connection locally or from some LAN addresses that it kills the UDP listener when you leave
Hello, i have a problem with autopause, i am using the pterodactyl egg, and when i turn it off, it keeps turning on by itself, can anyone give me a hint on how to fix it?
how are u turning it off
Hello. Where can i find dedicated servers crash logs?
ctrl c works for me
I thought about it a lot
I use a reverted nat setup for my server
and it worked well always
so it seems like it's very specific to windows
Have a question - Have a server on GPortal. Other day I lost connection while playing. When I rejoined I rejoined basically as a new player. My old body is still in game. I could revert back to a save from when it happened (2 days ago) and I'm sure the people I'm playing with would be fine with it but is there a way to delete out the old reference of me?
./FactoryGame/Saved/Crashes/
you can kill it in-game or delete the pawn using SCIM
Thank you. Got my server to just yeet itself. funny tho because it propertly closed itself and saved XD
TYVM
unless some windows experts figures out some fancy OS reason why the socket unbinds, it's probably a server bug specific to the windows build
by default the server binds to port 7777 on IPv4. I have no clue what tool you are using to run this server though so not sure how you configured it
you enter the server IP and port you configured in the server manager in your game
that just means all interfaces..... again, what is this tool?
no info, only help
its gui
from where
your GUI can probably show the IP and port somewhere. I don't recognize the package at least
IP is 89.35.49.40 and port is 7779
but why
because you configured it that way, and also because I quickly tested it and it works
๐
0.0.0.0 means "All IPs on this server"
and we can clearly see 89.35.49.40 is the only listed IP
and we see 7779 is set as "primary" port and satisfactory server by default uses the same port number for TCP and UDP
the default is normally 7777. looks like you or your package configured it to 7779
looks like you managed to turn it back off between the time I tested it and just now ๐
how
Your startup params are wrong
It's binding to port 0 for some reason
Which isn't valid
???
Where is that wat
that screenshot #dedicated-servers message
also I sent a https request and a lightweight query request at it
I don't know how you managed to turn it off. I'm not the one at your computer ๐
you are hacking me :C
lightweight query is a secret word I never heard of
you send data to me ๐
okay fine, good luck ๐
๐
no plss help me
so you're telling me you managed to install what looks like pterodactyl and the satisfactory server into it and you have no clue what you're doing?
and this on a server directly on IPv4 WAN?
gonna have a hard time playing the game lmao
how exactly did you get to this point?
๐ซ
I think I make port 7777 work ๐
halp
no work ;c
can you send me screenshot from the console, startup and the settings tabs ?
;c
... settings tab?
what settings tab
what tabs do you have?
on the console tab, to the left of the text output, do you have a server status indicator?
the number in -Port=7779 needs to match the number you set in the network tab
so if you changed it to 7777 needs to be in both places

anyway make sure is same number in both places. then hit restart
then you should be able to connect
what's the question now?
I need this
.. can't you edit it literally in that screen?
i don't think the egg they're using has a port setting anyway, lena
@stone dagger just set the port back to 7779 or whatever it was initially then
it was working earlier for like half a minute
people using random old repackages of the server in shitty gui tools I know nothing about that don't even offer the bare minimum config. great XD
I should've just gone to bed lol
I'm sorry
whatever you did here. put it back to 7779. restart the server. should work because it was working till you turned it back off or broke it
I think I prema broke it because I tried redoing the whole thing and just not working
you can consult the wiki for a guide for an unmanaged manual installation of the satisfactory dedicated server https://satisfactory.wiki.gg/wiki/Dedicated_servers
alternatively if you are familiar with docker there is a docker image provided by wolveix
I should've just started with what your name says ๐ best advice ever XD
Hey folks, I am running a dedicated server and I discovered I can murder disconnected / resting players. I don't want this if possible. As well I'd be happy to disable pvp altogether. Does anyone know how this can be done, or if it's even possible? Enjoy your day! Stay productive!
productive? it's saturday
Don't FIcsit pioneers only ever take coffee breaks? ๐
Google certainly has been helpless on this topic ๐ฆ
combat is actor interaction so it's part of the game-specific blueprint. satisfactory doesn't provide any settings in this regard for pvp. you can only change the hostility for creatures
nothing special to see in GetServerOptions either
in AvancedGameSettings you have god mode
enabling that disables achievements if i remember correctly
God Mode: Grants invincibility from every damage source except the World border which will still kill you.
yes, all AGS disables achievements
if you're interested in the feature I strongly recommend making a suggestion in the satisfactory QA site, which is the primary locations that developers look at. https://questions.satisfactorygame.com/
that's what I meant
also specific Windows bugs are not hard to find at all
there are simply common or even official work arounds usually
the usual "it's a feature "
what ist his? This is a nice interface
Hello everyone, the dedicated server im hosting on my own hardware works, but my friends cant join anymore for some reason. The only thing I've done is just disconnect the HDD (which the server is saved to) from my pc when I was moving files. Didn't move the server file location or anything of that matter. Data log only shows my IP being connected to as well.
It probably tried to save and couldn't so its in a crashed state.
oh, i moved files before starting up any apps
if its in a crashed state, does that interfere with others connecting to the server? On my end, the save file and server app is fine. For some reason my friend can't join anymore.
Are you sure? Cause the game save location is not in the same place as ther server files.
Hi guys, new here. I have set up (semi-successfully) a dedicated server for the game on my old PC running as a server. I have set up port forwarding on my router and my friends can externally connect. I can also connect using my public IP, however, I cannot connect using my local IP (which I have statically assigned to the server). I can ping the server local IP in cmd, and can see the port is open in the firewall using test-netconnection in powershell, but in satisfactory, there is no response. Any ideas?
Should be noting stoping you from using the local ip unless you are typing something in wrong.
this is my thought exactly ๐
yeah i was only moving video files, and also satisfactory and the server files themselves are within the same HDD, but weren't touched at all
Should have max out the iops of the HDD and the server locked up?
Yeah I mean all when you connect from the external ip your router converts that to the internal ip so if external works nothing should be stopping internal. Unless you have some weird router setting that block internal connections. This would not be a default setting so.
iops? As for the server, i don't think it's locked up as I'm able to access and play in it.
iops is the term for disk read/write bandwidth. So it works for you internaly but not externaly after the file moves?
It is so aggrivating - like you say everything looks like it should work. I was hoping someone here may have had a similar issue at some point ๐
Oh, then yes that seems to be correct
For my friend, he claims that the server is not authenticated
Have you tried so restart the server and see if it allows external connections again? Thats kind of weird it would stop allowing external connections.
Yes, I've restarted the server several times, with the datalog only giving accepted connections from my IP only
hey, i have a question im playing with a friend on a dedicated server, and im getting weird "lagging" in a hypertube my charaketer teleports forward and backwards, however my friend not. the dedicated server is not hosted on our pc's.
I do notice something that's off is that the last 5 numbers value after the colon of my IP (e.g. 0.0.0.0:02930) is different than what I've seen before
So after more research whenever we try and place a blueprint with a blender in it the whole server crashes and the client of the person who places it also crashes
Hey,
can someone help me? Im trying to create a satisfactory server behind a traefik reverse proxy. I got it running without it first. Now when i want to add the server i get the error "Unsupported Response Content-Type received from the Server API.", which makes sense because trying the curl from the docs i get a 404 back. Both, satisfactory and traefik, are running in docker, in the same network. I have defined 2 endpoints for satisfactory:
satisfactory-udp:
address: ":7777/udp"
satisfactory-tcp:
address: ":7777/tcp"
Does anyone have any tips?
hmm.. seems I can crash the server by trying to place block signals on my railway.. 3rd time tonight (although, I've placed a decent amount without crashing it, there's def sommat risky about when it renders the blue hologram.. can lead to big kaboom)
log for crash (if it's helpful) .. https://pastebin.com/Ub42q29q
Does anyone know how to resolve an endless connect lost popup loop when trying to authenticate a local dedicated server? I already confirmed my ports are open on the router and firewall.
Hey there!
We have a dedicated server where one of the clients was constantly experiencing lag due to system and map not loading icons/player location.
Client exited the server, tried to reconnect and got constant timeouts. Eventually client got the unity crash screen with this error:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000001c240e7a06c
Has anyone else encountered this? There were multiple clients online, none were experiencing the same issue
Even another client on the same LAN network connected to the server
An update to my saga, after doing both of these fixes, my issues seem to be resolved. Operations are no longer taking seconds to complete, they are back to fractions of a second.
So I'm using AMP to create a dedicated satisfactory server. It comes up and I can connect to it and set the admin password, but when I try to create a game it crashes.
I'm trying to find crashlogs and not having any luck
amp support is that way ->
try a different cpu tho
how olds your traefik install
i'm seeing some old issues about traefik overwriting content type headers
Hey gamers ๐ Anyone got a solid list of the config options the satis server can take? I know the default configs are pretty empty, but theres a lot thats changeable outside of the server manager ๐ Lookin to spice some things up
Found a few odd forums/sheets, just figured id ask here incase someone in the community has a megalist haha
Wiki has a whole page
feel free to add to it too
wowza alright im blind xD Thanks!
anyone know what this means, server said it was about to auto restart and never did and went and looked and this was in the console?
i've been getting the same
it used to work fine
Thanks for the amazing help yesterday Lena but I finally fixed it only took 8 hours yey ๐ฅบ๐โค๏ธโค๏ธ
If you would like I can give you some of my server resources for you to run ๐ฅบ it's a 7800X3D with 16 GB of ram as your resources and I apologize for the brainrot behavior yesterday because every time I do server stuff I just go Patrick for some unknown reason
As for server location I'm unsure I can make it work since I have 2 deticated ports
This is ofc if you'd like to have the server it's always running 24/7 with UPS and anti DDOS and NeoProtect ๐
I'll import Game4Free later but that's another Patrick for another month moment as I'm sure I'll lose my last 2 braincells just thinking about it
Asking this again because I am stumped ๐
I have set up (semi-successfully) a dedicated server for the game on my old PC running as a server. I have set up port forwarding on my router and my friends can externally connect. I can also connect using my public IP, however, I cannot connect using my local IP (which I have statically assigned to the server). I can ping the server local IP in cmd, and can see the port is open in the firewall using test-netconnection in powershell, but in satisfactory, there is no response. Any ideas?
does the server log your connection attempts from lan
No, when i run test-netconnection on the port, or browse to it in chrome, i can see the server logs the attempt, but in game, no response
it just says "server name pending, this server appears to be offline", so no life
your system and the server system are they on Wi-Fi or hard line? if Wi-Fi do you have a 2.4 and 5 ghz network?
lmao how is that relevant
well if tcp gets through but not udp, double check your fw ig
they could be using different VLANs as it were
Both hard line, no WiFi
Firewalls double checked, and I did a hailmary test and completely disable both endpoint and server firewall but to no avail
anyone who knows what a vlan is prob doesn't need help here
I also have nord vpn installed, but have set up split tunelling for it
(and have tried turning it off completely)
in your NordVPN setting>Connection is "Stay Invisible On LAN" on or off and "Allow remote access while connected to VPN" on or off? I have had issues myself with some local stuff relating to those settings before
both are currently off
try turning on the allow remote access and that might let the traffic flow.
is your VPN currently connected?
it is now, but I've been trying everything with it both connected, and disconnected
ok, wanted to ask because sometimes Nord can act a little weird when connected in my experience with LAN networks but having tried with disconnected/connected Im not too sure and I dont think nord is blocking it either
okay so when i turn my vpn off, I can't connect using my public IP, which makes sense, but is just some extra info ๐
how is your port forward setup? it obviously works when connecting from external. did you port forward all 3 ports it uses?
i've just set 7777 for internal and external ports for udp/tcp
have you poked at network adapter priority order any
"Three"? Two ports my guy.
(or gal or other)
one port
Two
two?
what do you mean?
7777 is the primary but theres 2 secondaries being 15777 and 15000
different socket
"both", as, in, "two of them"
same port
You are incorrect
Things that are not the same, partial list:
- Port
- Port number
7777 is the same as 7777, but TCP/777 is not the same as UDP/7777
never seen anyone differentiate it like that but ok
ok excuse me for not being specific enough when referring to port numbers over protocols but I set for both
My point is that 15777 and 15000 are no longer relevant
regardless of the protocol
Either way, I have it set for TCP/UDP on 7777 ๐
as it should be
and external connections are working okay, just not the one that is like 5m away ๐
so do elaborate, if you don't mind
What's particularly wild is that your ask is the opposite of the one people usually have, wanting to not use the LAN address internally. It's baffling that you can't.
I know, I work with infra engineers so its part of my work, and my brother has a load of netork experience, we were sat for a couple of hours the other night trying to figure it out to no avail ๐
Sure!
TCP and UDP are two entirely different protocols of the TCP/IP protocol suite. They communicate with entirely different methodologies and packet encapsulations. Because they are part of the same suite, they happen to use the same range of port numbers to attach to when listening for connections, but a TCP socket listening on Port 7777 will neither care about, notice, nor responde to any UDP traffic, even if it is directed to UDP port 7777, becuase it's a different port.
i know that much
TCP and UDP may as well be AM and FM. An AM radio won't know what to do with an FM signal and vice-verse even though they're both radio.
more just the semantics around port vs port number
When working in a technical context, semantics matter
The fun part is, if you can connect to it externally, the router doing the NAT is actually reaching the server over the internal network. If your computer is in the same layer2 network as your server, then something, somewhere is intentionally blocking the connection on either the server or computer, while you router is allowed at the same time.
and that was my question
I'm not trying to be a jerkwad about it, but they are different ports and neglecting one of them is a common enough issue that it's important to be specifically accurate when troubleshooting server connectivity.
I am always in favor of learning ๐
which is wild, I've tried to go completely naked connection - no server firewall, no endpoint firewall, no vpn and still nuffin. Ping works and i can reach the port too ๐ maybe I just blame my ISP
So all L2 connections to the server work, except for the satisfactory server?
A port at the software level is identified for each transport protocol and address combination by the port number assigned to it.
thanks wikipedia
Sorry, what do you mean by L2 connection?
Layer2, as in networking. Local traffic in the same subnet. From your PC to the server machine, can you do everything?
Layer 2, it's a network stack thing. I am presuming OSI rather than DOD model
Yes, I have a mapped drive set up which all works fine, and then other than that, i can ping the port in powershell. Any other tests you'd recommend?
You can try my toolkit to test both ports separately, perhaps
you can then test both LAN and WAN address pathing
It does more than just a 'ping' on the ports, it actually speaks the Satisfactory API protocols on both ports.
Just for sanity, whats the servers internal IP and what is your computers internal IP?
192.168.1.200 (static, server)
192.168.1.218 (PC)
what's the topology like between the two hosts?
just downloading something to run python in
Sorry I'm not sure I know what you mean?
e. g. Ethernet on both hosts to the same switch/hub? One and not the other talking wirelessly?
yes, one directly to the hub sat next to it, and one through ethernet power adapter, so effectively yes, both direct
Ethernet power adapters are magical when they work (:
(I use some too, yay apartment life)
Ok, again for sanity, can you do a traceroute from the computer and from the server to something on the internet and see if there are any differences in the first few hops?
If windows, command is 'tracert'
there are indeed differences
(Bear in mind that traceroute uses ICMP which is different from both TCP and UDP but can still be a useful diagnostic (: )
Yeah Just to check for router in between ๐
i did tracert google.com
PC - 1 hop
Server 13 hops
try a trace from your PC to your server actually.
hopefully you'll see one or at most two hops.
1 hop 3ms
as it should be.
All good there too then!
but still just more mystifying that you can't connect directly o.O
I'm somewhat relieved and annoyed simultaneously that it wasn't just me being and idiot and there was a really simple ๐
So I'm not really up to speed with latest Satisfactory server, is there any chance the listen address is configure to you external IP?
Current version should bind to all interfaces' TCP and UDP port.