#dedicated-servers
1 messages ยท Page 115 of 1
the server console says its listening on 0.0.0.0, so should be okay?
yep, that's shorthand for 'all IPv4 addresses'
now here's a wacky idea that should not help yet sometimes does
I'm all for it
๐
Try disabling IPv6 on both the server and client hosts' interfaces
Wacky idea No.2 is "wait a second, this is Windows; have you tried rebooting?" but honestly I'm grasping for straws at this point
so i've disabled IPv6 on the network adapter on the server, then i've gone to do the same on the PC and have been brought to the network adapter page (which looks not as nice in win11) and there is my ethernet, as i expected, but also a "Local Area Connection" which says "TAP-NordVPN Windows Adapter V9"
so guessing Nord makes a virtual local adapter?
Most VPNs do, yeah
they kind of have to unless they're provided by an external physical device (or software on one)
I have also tried this - from an engineering point of view, once you go past ipconfig, ping and reboot, you know something is funky
accurate
If the Satisfactory server still has the conmandline argument to configure the bind address, I would try binding to 192.168.1.200 Just to make sure it's bound correctly
'multihome' is no longer a thing but I believe they're planning on adding it back at some point
(I was sad to see it go, I do like being able to explicitly specify the IP I run services on)
Oh BTW, is the server installed directly on the OS or is it in something virtualized?
directly on the OS
Not sure if this is the right channel to ask, but I'm on a dedicated server & just today, power poles have started all saying "No connection". But they still transfer the power that it's connected to. I'm just unable to read the values.
how late-game are you?
I'm trying to think of things we are missing but its getting really edge case here. ๐
I've seen some strangeness on late-game servers with power connections like that and rail signals being a little doofy
Working on phase 3 of the elevator currently
hmm, that's kinda early for that sort of thing
Maybe its my battery bank?
the battery bank adds to the UI, so since your power is actually powering, it's a bug
either way that'd be a good thing to report on the Q&A site if you have the time
Do you have a link available? ๐
Legend, ty
\o
Just out of curiosity, is it usual for it to happen late game?
usual? No, but I've seen some reports of it being an occasional thing. It's not common but it's not unheard-of
Anyone know how to open my save file on a seperate dedicated server
As in move it from one server to another, or as in migrating your local game onto a server?
I can confirm, disconnecting the batteries & reconnecting them to the power line allows me to see the power graph again
@topaz scarab im running the latest docker image (just pulled)
as in I want to modify some character files of people who have joined said server
admin can upload/download savegames via game manager ingame.
hey can anyone explain this at all ? https://discord.com/channels/370472939054956546/1289901090036383752
TLDR; the issue is common on Windows based servers, it does not impact all Windows based server, but seems common enough to give a lot of people headaches.
There is no fix currently, the suggested workaround is to switch to a linux based instance to host the dedicated server in/on.
@topaz scarab it still is a thing, especially since you want -multihome=:: by default (and yes it still listen to ipv4)
you were always talking about mostly client config right ?
your server is windows too ?
did you setup VPN on the server ?
or some security thing ?
is the server in "dmz" ?
Server is Windows too, no vpn, just basic ol' windows ๐
Dmz?
Hello, I am running into trouble with a dedicated server configuration (Ubuntu 22 / steamcmd), hosted outside of my local network. When I first set up the dedicated server, I am able to reach it through the server manager and set up the server password. However, I become the only one to "view" the server, my friends only get a "This server appears to be offline" message. This should not be a networking issue, I opened all required ports as well as tried disabling the firewall (ufw) altogether temporarily so that my friends can try connecting to it to make sure it is not a network issue. I can reach the server with firewall configured and enabled, so since it is not in my lan the configuration should be correct anyway
Do you have any idea ? I am running the linuxgsm installer (which uses steamcmd in the background)
sounds like you have claimed the server, but have you started a world, and you have joined that world OK?
yes
I can play on the server
I tried reaching it both through its DNS name and IP, both work
Also for some reason, the server seems to be reachable for the "claim" part. But once it is claimed, it is only reachable by the owner
I thought about a potential configuration file limiting the multiplayer type but there seem to be no such file on dedicated servers (at least on linux)
hey, got any error in the server log ? you are sure your friend didn't mistype something ? i can try to join your server for testing purpose if you want
sent you the ip by private message
1 low hanging fruit to check may be to see if your friends are entering the address in the address field as ip/dns:port or just the ip/dns without the port.
the correct way is to NOT include the :port in the address field
sometimes when sharing address info to friends in the format of ip:port (which is a very common way to express an IP and port) some friends copy this entirely into the address field.
@lapis parrot
in your router settings
Are there any special hoops I have to jump through to upload my blueprints as well when I upload a save to a new server?
Hey friendos, I'm slamming my head against setting up a dedicated Server on Windows right now. For now I'm just playing around a bit, so I don't care if I'm reachable from outside my own home yet. This is the issue I'm facing:
- I can consistently connect to the dedicated server running on the same machine via
127.0.0.1and192.168.xx.yy(my actual local IP address) - I enter my IPv6 address I do get a ping back (and if I set a server name via one of the IPv4 connections the server has a name said name gets loaded), but it refuses to connect to the server API. <- This is the actual issue
- When entering one of the adresses with a wrong port I do not even get back a ping, so clearly something is happening on the port. Just not the Server API.
- The server log confirms both the IPv4 and IPv6 connections:
[2024.09.29-12.49.28:314][ 98]LogNet: NotifyAcceptingConnection accepted from: [20xx:9ex:4cxx:d0xx:91xx:4fxx:a1xx:1axx]:61943
[2024.09.29-12.49.28:314][ 99]LogNet: NotifyAcceptingConnection accepted from: 192.168.xx.yy:61944
- When starting up, the Server claims to be listening on both IPv4 and IPv6:
[2024.09.29-12.38.43:355][ 0]LogServer: Display: Binding Server API socket FGServerAPISocket to address [::]:8088
[2024.09.29-12.38.43:356][ 0]LogServer: Display: Binding Server API socket FGServerAPISocket to address 0.0.0.0:8088
LogServer: Display: Server API listening on '[::]:8088' (Standalone)
[2024.09.29-12.38.43:356][ 0]LogHttpListener: Created new HttpListener on 0.0.0.0:8088
LogServer: Display: Server API listening on '0.0.0.0:8088' (Standalone)
[2024.09.29-12.38.43:356][ 0]LogServer: Display: Server API listening on '[::]:8088' (Standalone)
[2024.09.29-12.38.43:357][ 0]LogServer: Display: Server API listening on '0.0.0.0:8088' (Standalone)
Am I missing something? Is Windows being a doofus? Am I missing some configuration of the server?
Can you check for the IpNetDriver socket as well? It binds on both tcp and udp protocol for the configured port number
Your log only shows the tcp one
...this is embarassing, but I reread the excellent wiki article and realized I skipped the "The following PowerShell command can be used on a Windows host to open the default port used by the server: " bit
And once I fired off that one IPv6 started working.
Slammed my head against this 30+ minutes and found the solution within 2 minutes of asking ๐คฆ Apologies
is there any dedicated server that i can join?
No problem ๐ rubber ducking can be useful
recommended server hosting service? im from the middle east and it could be pretty bad lol
I know, right? ๐ฆ
But on checking again, I think I fooled myself again because those rules are just more specific versions of the rules I already had and I looked at the wrong entry in the server browser. IpNetDriver socket, you say...
[2024.09.29-12.38.43:409][ 0]LogNet: GameNetDriver FGDSIpNetDriver_2147482282 IpNetDriver listening on port 8088
Hm, looks good to me
You're connecting to the server on its local IPv4?
Did you configure the firewall to allow connections on port 8088 UDP?
Looks like the tcp connection is fine but the udp one is failing
I am successfully connecting on IPv4, but cannot do so on IPv6, correct
Hm. I just realized that the Firewall refers to the normal exe and not the "FactoryServer-Win64-Shipping-Cmd.exe" that runs the server. Maybe that's the issue. Will add that to the firewall and report back
Hm. No. I have both a rule to allow all inbound traffic on TCP/UDP 8088 and one that allows all ports for TCP/UDP for the server exe, neither doesn't seem to do anything
can you run this powershell command for me and provide the output:
Get-NetUDPEndPoint | Select-Object LocalAddress, LocalPort, @{Name="Process";Expression={(Get-Process -Id $_.OwningProcess).ProcessName}} | Sort-Object -Property LocalPort,Process | Where-Object{$_.Process -like "FactoryServer-Win64-Shipping"}
No output
Aaah wait
PS C:\Windows\system32> Get-NetUDPEndPoint | Select-Object LocalAddress, LocalPort, @{Name="Process";Expression={(Get-Process -Id $_.OwningProcess).ProcessName}} | Sort-Object -Property LocalPort,Process | Where-Object{$_.Process -like "FactoryServer-Win64-Shipping-Cmd"}
LocalAddress LocalPort Process
------------ --------- -------
0.0.0.0 8088 FactoryServer-Win64-Shipping-Cmd
:: 8088 FactoryServer-Win64-Shipping-Cmd
๐ you might need to correct the process name. I'm not sure what it's called on windows
Yeah, caught it, you were missing the -cmd ending
Do you know how to run python scripts?
You can try running this script on your client machine
https://gist.github.com/SparxySys/4e96f18c567a0e33cf37e95980dbfc74
Takes three parameters: ip, port and 4 or 6 for ipv4/ipv6
Just a random thought: port 8080 8088, isnt it 7777?
Would be, I switched ports partway through debugging to make sure there wasn't some other program that hogged 7777
C:\Users\Frodo\Downloads>py satisfactory-test.py 127.0.0.1 8088 4
Testing connection to Satisfactory Server at 127.0.0.1 port 8088
Testing for IPv4
Connecting to HTTPS endpoint <LINK>/api/v1, expecting 404 with errorCode errors.com.epicgames.httpserver.route_handler_not_found.
TCP Test: Success.
TCP Response: {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""}
Sending UDP LightweightQuery Poll Server State packet to 127.0.0.1:8088.
UDP Test: Success.
UDP Response: Server "Port_8088_Server" is in state Idle with game build 368883.
Test complete.
C:\Users\Frodo\Downloads>py satisfactory-test.py 20xx:9xx:4cxx:d0xx:59xx:ddxx:d5xx:e57d 8088 6
Testing connection to Satisfactory Server at 20xx:9xx:4cxx:d0xx:59xx:ddxx:d5xx:e57d port 8088
Testing for IPv6
Connecting to HTTPS endpoint https://[20xx:9xx:4cxx:d0xx:59xx:ddxx:d5xx:e57d]:8088/api/v1, expecting 404 with errorCode errors.com.epicgames.httpserver.route_handler_not_found.
TCP Test: Success.
TCP Response: {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""}
Sending UDP LightweightQuery Poll Server State packet to 20xx:9xx:4cxx:d0xx:59xx:ddxx:d5xx:e5xx:8088.
UDP Test: Success.
UDP Response: Server "Port_8088_Server" is in state Idle with game build 368883.
Test complete.
Works, surprisingly enough
Turned off my Windows firewall for now as well, no change there
That's run from the server machine? Do you get the same result from the client machine? Firewall doesn't do anything from localhost I think
Ah
Server and Client are on the same machine for now
Well if this passes it should all work fine ๐คทโโ๏ธ
(end goal is that I can just leave the server running in the background while my friends are connected, but that's the goal far in the future)
The two states of programming:
- It doesn't work, but it should
- It works, but it shouldn't
๐
And the mystery third option: I don't remember writing this, but it works.
Thank you, I appreciate the help. I think I have reached the point of "If we keep playing regularly I'll just throw 15โฌ at the problem and we have a server for a month"
It fails when you put the ipv6 address in the game client?
Fair enough ๐ not sure why you specifically want v6 connectivity though
going back, you said 'cant connect to server API' is the issue.
You've added the server via ingame server manager. with IP4. Set up the name.
Now, do you use 'join game, join game directly' or added it via the server amanager again (via IPv6)? (if that's possible?)
Because I live in Germany and true Dualstack is becoming extremely rare, so to port forward I have to use IPv6
And my expectation is that if I can't even get it to work locally, it probably also won't work over the internet
Port forwarding isn't a thing in ipv6 unless you use ipv6 NAT
Don't I still have to tell my router to leave the traffic through?
I mean, that's neither here nor there. Point is I can't port forward in IPv4, so I have to use IPv6 to run a dedicated server from home
Yes, that's regular firewall rules. No port rewriting like in port forwarding
Ah, right
Port opening is probably the better term then
Whatever tells my router to let traffic on port 7777 or 8088 through to my computer ๐
If you want to try one last thing, you can see if it fixes itself if you bind to ipv6 only: set launch argument -multihome=::
Already tried that, didn't do anything :(
Wonder if the game client properly parses a raw ipv6
Btw, Mesna, saw your thing and trying it now
The QA site, official wiki and github seem to be wihitelisted
(basically superuser /com/questions/1714269/port-forwarding-and-ipv6 explains the difference between IPv4 port forwarding and IPv6 situation) (TIL and I really wanted to share :3 )
I added them all via the Server Manager. This is 5 times the same server via 5 different IPs (my local IPv4 is the very bottom one, the other 4 are ::1 and the three IPs ipconfig spits out):
Joining is only possible on the most bottom one (the other ones can't reach the server API, so you can't join) and if you attempt to directly join you get an encryption key error
::1 is explicitly known to be broken in the game client
Ah, good to know
You need to put in at minimum the full expanded ipv6 notation for any address
For ipv6 use DNS or literal notation. Raw is bugged in client side
And just like that it works
No worries, glad for all the help and insight into IPv6 stuff :)
@wintry ridge sry just bot here, Plesse excuse my redundant question bur are you hosting on Windows or Linux?
Windows
Hm, good to know ports other than 7778 work then
Dual stack binding is broken only on Linux I believe because it binds in the wrong order
But on Linux you can bind ipv6 only to get a dual stack binding
afaik on Linux one protocol always binds to 7778. the other is random if you dont specify the port
Yes exactly. But if you do -multihome=:: on Linux you get a single socket that listens both ipv4 and ipv6 since dual stack is enabled by default
That's also why the ipv6 listener shoots off to a different port without multihome, it's already mapped ipv4-only
All ipv4 addresses are mappable as ipv6. So binding :: also binds the ipv6-mapped ipv4 address
I think you can also disable this behavior through a sysctl
Aaaand added to the wiki page because dang, that's an obscure solution right there
Imo that should just be fixed by css
I meant the literal thing
I mean...yes
But writing down workarounds can still stop the next person from slamming their head against the problem for 2 hours ;)
True true
I'll also try to ask that faster once I know they're explicitly trying ip6
https://questions.satisfactorygame.com/post/66e348d4772a987f4a8ae1e9
Well now that I know the solution I find a bunch of question asking the same thing sigh
did a quick sanity check
- raw v6 only connects only to tcp (?) "Failed to Connect to the Server API"
- v6 in square brackets works
- v6 via DNS works
- v6 literal notion works (it's basically DNS) (windows only)
^^
v6 literal notion works (it's basically DNS)
But fake DNS on Windows because Win does not actually resolve it from my understanding, right
It just sees "Oh, it's that very specific URL, I know this is actually IPv6 and won't talk to the server at all"
But great, now we can just try out using the Dedicated Server this evening and I quit a few hours earlier than the rest they can still run around a bit longer
it is DNS, but does not get send to a DNS server and is instead resolved locally
Note that *.ipv6-literal.net is automatically resolved by Windows without any queries to DNS name servers.
yes and no
The square bracket notation is for a URI, which would include a host and port in a single input field...
Is it possible in 1.0 to change the usercount on a dedicated server?
Yes, this is in a configuration file on the server
depending on the implementation, read most software, need the square brackets to go "okay, the following is an ipv6 address". otherwise it just goes: domain:port:port?:port??:port?!?...
unsolvable problem for modern programming languages ๐
What really gets to me is that it partially works
If I had gotten no connection at all (so neither servername nor ping) I might've suspected an issue there sooner
No. Only if you're entering a URI. It's part of RFC3986. See section 3.2.2
In the game client you're explicitly entering the host and port separately. CSS code is responsible for building it into a valid URI
Unfortunately, there is plenty of software that takes the RFCs as more of a rough guideline
"They are optional according to RFC" and "Most implementations require it" are not contradictions, sadly ๐
and even applications straight up going "we're not implementing this required update to the RFC because reasons"
We once searched for a bug with our website on Safari for two days until it turned out that the bug boiled down to "Apple adheres to the RFC and that means it breaks because nobody else does"
I Checked the maps from the satisfactory server and i should find a game.ini file, but isn't there (it should be in <installation_directory>\FactoryGame\Saved\Config\WindowsServer) is the location changed? or should i create the file?
anyway for direct input of ipv6 in the client see #dedicated-servers message
anything else is #off-topic-tech
sorry ๐
Ah found it, i needed to quit the game via console and then the files will be created ๐
Yes, the server needs to have run at least once for the files to be saved. In addition, you should only edit the files when the server is not running, precisely because it overwrites the files when it restarts otherwise
Having problems running Dedicated server. I updated via SteamCMD, moved current game save to save folder. When I try to start server the load window runs thru its commands then closes.
Please provide the log file for the last run
this is the correct behavior
actually resolving it is broken implementation (but graceful downgrade)
Question withdrawn. Im just way too stupid for traefik.
it working for tcp but not udp probably means it does not perform sanity check if the input address and conversion to the correct format for the underlying libraries
which is bad code
there should be a convertRawIpv6(user_input)
then thisCallNeedsBrackets(AddBrackets(raw_ipv6))
So it works well whatever format is inputed
490 โ [2024.09.29-14.38.05:529][ 0]LogLoad: (Engine Initialization) Total time: 3.69 seconds
491 โ [2024.09.29-14.38.05:529][ 0]LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
I uhh... it looks like you closed the server while it was starting up? ๐
Also you are right that brackets are there to not confuse with port which is not there anyway, so it's not needed
oh nevermind I looked over the error
408 โ [2024.09.29-14.38.04:440][ 0]LogServer: Error: Failed to initialize server. Could not bind any addresses to port '15777'.This is very likely caused by another server instance already running. Use a different port number with
โ the -ServerQueryPort=<port> startup argument if you intend to run multiple instances.
port is already in use
actually
what version of the dedicated server is this? ServerQueryPort no longer exists
LogInit: Engine Version: 5.2.1-273254+++FactoryGame+rel-early-access
Please update your dedicated server to the current release version
guys where to upload dedicated server data
Ya I just noticed I updated Satisfactory not Satisfactory Dedicated server. My bad
? we started to crash
The dedicated server should be this version
Engine Version: 5.3.2-368883+++FactoryGame+rel-main-1.0.0
yes thank you
I can't explain it, but could it be that excessive use of glass foundations can crash a server?
If you get a crash you can add the crash log in Discord
we are working on it but 186/h updatime without crashes
If you post the crash log we can try to identify the cause of the crash
servers does not process graphics so glass foundations are dumb object like usual foundation
extremely light on the server
so it looks like it's your client game that is crashing instead
we found the problem its soemthing with mk3 blueprint
we cant delet a blueprint and server goes out
we have that same issue with a mk2
theres one piece in the blueprint that if you try to delete it, wil crash the server
You will need to load the save file in the Satisfactory Calculator Interactive Map and delete the structures using that application. In addition, your blueprint probably contains incorrect/corrupt data
Well i guess we put another blue print ๐ maker ^_^
I recommend always clearing the blueprint designer after saving a blueprint: if anything stays inside the blueprint designer after clearing the blueprint, it didn't save properly and may cause crashes. It's a game bug.
yea
so i got a server up, but how do i turn the session into a multiplayer session? when i create the session on the server its singleplayer
Indeed, it doesn't make sense.
This is a display error in the game client. The session is for multiple players, it just does not register with EOS as a normal multiplayer session (which is normal since it's a server)
well my friends cant join it
i gave them ip:port
and it says invalid encryption key
They need to join through the server manager menu, not through the multiplayer menu.
oh
just be sure to not apply the 'cursed' blueprint. This error spreads when using the brint in the world. Can cause some funny crashes when you removing a (seemingly) random building.
Thanks bro ๐ will
So is Steam App ID 1690880 the correct ID for Satisfactory Dedicated server in SteamCMD? I just ran that again and its still only Version 5.2.1
the appID is 1690800. If you used force_install_dir for the original installation, you will also need to use it for installing the update
hmm ok
if you don't include the same force_install_dir parameter it will make a new installation in the default steamcmd folder
Iv'e always just used app_update 1690800 validate
and you're also running your server from the steamcmd default folder? in that case it should've updated. did you see any errors in steamcmd?
another server question if i'm not interrupting, one friend can access my server, the other cannot.. (spare win10 pc, steamcmd). suspecting different ISP. ports are forwarded, server is running
I think its working now. I was looking in the wrong folder for the FactoryServer.exe.
if one client can connect over WAN but not the other then either your friend's IP is explicitly blocked in your router firewall (probably not the case here) or there's a problem on your friend's end in their computer or router firewall
can you make sure your friend is trying to join through the server manager menu and not the multiplayer menu?
i confirm he's in the server manager menu. router firewall sounds plausible, now in search how to allow the connection
it would probably be an outbound traffic issue from their side then... default consumer-grade firewall configurations shouldn't have any issues
Can someone help me with the Setup for Epic Games? Because i tried it like that, then got the server api not reached error. Then i switched to steamCMD and got the error after a week, that the server and game version are not matching. So i wanted to switch to Epic Games again and now i dont get any error and the server appears offline all the time
if you use steamcmd you must use the same force_install_dir parameter for updating as well
I don't use epic games launcher so I can't help there
alright i try with steam again
i can create server and my friends can join it
but 2 of my friends both tried creating a server and we cant join
of course firewall is off, port is forwarded etc, as i said we did the same thing as i did (which worked)
what else could be the issue?
firewall or port forwarding config is incorrect, IP is incorrect, server port is not the same port as what is forwarded and allowed through the firewall, ...
none of this
port forwarding points through to the wrong LAN IP
ye, no
then it should be working
and it doesnt
is your friend on an ISP that uses CGNAT?
thats why im asking if theres any special reasons
any way to check that?
another info that is probably useful that we cant even ping him
if the WAN IP Address in their router identifies as something between 100.64.x.x and 100.127.x.x (or these which shouldn't but sometimes are used for CGNAT: 192.168.x.x range, or 10.x.x.x range, or 172.16.x.x range)
but firewall is totally turned off, so idk what else could be that we cant even ping
please don't ever turn off your router's firewall
ye it was just a test
CGNAT or packet filtering by the ISP could both do it
or the IP you're using is incorrect
Verald: have your friend go to checkip.amazonaws.com in the webbrowser to double check their IP
its probably this cgnat or isp then
Ok I am sure this has been asked a multitude of times, but here we go:
I can connect to my Windows dedicated server using my local network IP, but not my public IP. My friends can't join either.
- I have opened ports (TCP/UDP) 7777, 15777 (UDP) and 15700 (UDP).
- I have tried with and without the -multihome=0.0.0.0 command.
I've run several servers on this same machine before (Valheim, Sons of the Forest, Assetto Corsa Competizione...) and have forwarded the ports in exactly the same way as those, and they all work.
I am at a loss...
The server only listens on two ports:
- 7777 TCP
- 7777 UDP
The other ports are no longer used as of 1.0.
Did you open these ports both in your computer firewall and forwarded them through your router?
I can connect to my Windows dedicated server using my local network IP, but not my public IP. My friends can't join either.
You can't connect on services in your LAN through your WAN IP from inside your LAN unless you have NAT Reflection (for other devices on the LAN) or NAT Hairpinning (if it's a single device).
This is advanced material which is ultimately unnecessary since you can connect using the local IP.
Hi Lena did you see my thingy?
I did. I'm glad you managed to resolve your issue. I'm not looking for any server hosting at this time.
Ok so it showing as offline for me (when using the wan IP in the same network) may still mean it is visible to someone outside my network?
same here, i just see the restart message ingame but no actual restart
its a 24hr clock, not an interval, the wording is wrong
at the selected time of day, the server will reload the map/save/world
correct. if your using the WAN IP while still inside your network, then it only works as described when NAT reflection/loopback/hairpin is supported and enabled by the router, so just use your internal/local ip of the server when attempting to connect to resources of the same network.
Ok. So my server is listening to connections from port 7777 now with the message: [2024.09.29-15.55.51:065][ 0]LogServer: Display: Binding Server API socket FGServerAPISocket to address [::]:7777
[2024.09.29-15.55.51:065][ 0]LogServer: Display: Binding Server API socket FGServerAPISocket to address 0.0.0.0:7777
[2024.09.29-15.55.51:065][ 0]LogHttpListener: Created new HttpListener on 0.0.0.0:7777
[2024.09.29-15.55.51:070][ 0]LogServer: Display: Server API listening on '[::]:7777' (Standalone)
[2024.09.29-15.55.51:070][ 0]LogServer: Display: Server API listening on '0.0.0.0:7777' (Standalone)
Yes, but it's not an interval. the text is wrong. It's just setting what time the server will do its housekeeping.
is it just like zulu time
it's Earth time. 24 hours in a day, 24 hour clock.
No relation to the time of day on Message-2(A-B)b.
Yes, that's the TCP listener. The UDP listener gets logged as GameNetDriver or IpNetDriver
My friend can not connect to my server. I read the current above reply's to port forwarding 7777 and I have done that. He has my ip but gets the error (server name pending offline). I am able to join the sever locally but he can't.
Anyone know how to kill the FactoryServer-Win64-Shipping-Cmd.exe process? I don't have it as a service, I kill it in task manager and it just restarts instantly. I tried stopping from the server manager and it just keep comming back.
- port 7777 on both protocols TCP and UDP is required, check you have the port for both protocols forwarded in your router and open on your servers firewall.
- if your hosting at home, does your ISP issue you with a CGNAT WAN/public IP, often starting with 100.x.x.x ?
I have ports forwarded but my public IP starts with 72.
72 or 172?
72
Did you add both port forwards?
yes
Are you running the server on Linux or on windows?
windows steamCMD
Did you add firewall rules to allow port 7777 TCP and port 7777 UDP?
I have a (factoryserver-win64-shipping.cmd.exe) in my firewall. Dont know if thats what your talking about.
try adding the ports instead of adding the exe
Im doing it now
mind me asking, where have you read/seen suggestions to add the exe? seen a couple of users in the past few days trying this, make me wonder if their is some online guide thats not well articulated / providing incorrect suggestions instead of adding the ports that has been documented? :/
When I added my server in Satisfactor Server settings a firewall box cam up for me to OK too. Might have been then
this! my public ip (whatsmyip) says 62.xx.xx, then de WAN in my modem says 100.xx.. the connected friend is using 100.xx (same isp). the other can still not connect
Your ISP is using CGNAT if your router WAN IP starts with a number between 100.64 and 100.127. Consult your ISP's manuals on how to proceed.
It works now thank you
if your ISP is providing your service via a CGNAT, then you have a few options.
- try use IPv6 instead of IPv4.
- pay the ISP to obtain a static IPv4 address
- use a VPN (your friends will also need to connect to this VPN), or a tunnelling service from the likes of cloudflare.
- rent a service from a game hosting service provider.
Just for your info: CGNAT IP addresses can overlap if the global IP is not identical, i.e. you and your friend could have the identical address of 100.64.10.32 and have them be entirely different actual addresses, i.e.
62.1.1.1 and 62.2.3.4
depends entirely on the ISP's setup
not to mention the ISP may have firewalls in place in their routers as well for whatever reasons
Dedicated Server Crashing on Save / Load Blueprint Mk.2 with Mk.5 belts
i understand. my isp only provides static ipv4 in buisines contracts
IPv6 is an option if your ISP provides IPv6 connectivity
did a quick graphical write-up. Maybe this will help some future pioneers
big white background, argh, my eyes, it burns ๐ญ ๐
looks good, tho the bottom seems cut off
also wrote "port 777" instead of 7777 in the bottom right hand corner
while it may not cover all the cases, its a nice balance of keeping it simple and easy to understand without getting too complex that understanding is lost. a good effort (that many of us i guess could not be bothered/have the time to articulate in picture form). ๐
a couple of tweaks tho... as Lena just quickly pointed out ๐
also technically for IP ranges you either specify:
- human readable: from 172.16.x.x to 172.31.x.x;
- CIDR notation: 172.16.0.0/12 (this covers the entire range 172.16.0.0 -> 172.31.255.255)
or if you want a combined notation: the correct would be 172.16.0.0/12 -> 172.31.x.x; i.e. the statement 172.31.x.x/12 is incorrect
wanted more human readable because many might not understand CIDR so i guess ill drop the bitmask length
i was thinking this... but it also crossed my mind that many whom might understand CIDR notation may not be the audience that the graphic would be most useful too.
hence I put the "human readable" first ๐
also you mention "permanent IPv6" but a lot of ISPs do not provide static IPv6 prefixes by default
still no dark mode, sry ๐
My google mesh shows a different WAN IP to the one friends use to connect to my other game servers. Does this point to CGNAT or just my Mesh getting an IP from the modem which isn't the same as my public IP? My system is Fiber modem -> Google Mesh -> Aruba switch -> client devices
what's the first two bytes of the WAN IP? maybe your modem is a modem-router all-in-one aka a home-gateway
you may have accidentally set up a dual NAT in your own household
I think my fiber modem is actually a bridge, it is where the fiber comes into the house
is it just an ONT or is it a router as well
if you already know what IP others need to use to reach you just keep using it
also check the WAN-IP of the modem if you can access it
it isn't a router afaik. Google Mesh shows my WAN IP as 100.x.x.x but my external IP people use to connect is 185.x.x.x
this is CGNAT yes (if the second number is between 64 and 127)
is Satisfacory somehow different, seeing as my dedicated servers for Valheim and Sons of Forest etc work without a hitch
so first off google mesh is your actual and only router correct
I'm not familiar with the other servers, but TCP may have less issues traversing through dual NAT than UDP packets
yeah google mesh is my only router, afaik the fiber modem is bridging
Were you having a specific issue or did you just want to share your setup?
so then like what does it show when you view your public ip using whats my ip or some similar site
friends can't connect to my server, I have UDP/TCP 7777 open to the server and even tried to turn Windows firewall off to no avail. I can get on perfectly with the local IP though
what's my IP shows my IP as 185.57.x.x
did you try an external port checker like portchecker.org
no, I'll try that out now
its actually portchecker.co
Consult your ISP's documentation on CGNAT traffic traversal.
Enabling UPnP or port triggering may allow your router to advise the carrier's NAT gateway that you are advertising a service on a specific port. This really depends on your ISP's setup and there is no generic one-method-works-for-everyone in this kind of environment.
Yeah that's strange, it shows port 7777 as closed despite it being forwarded.
and you used the whats my ip ip address
yeah
did you do anything different for your other servers
No actually I did exactly the same, those work, but also show closed. I guess they worked somehow anyway ๐
its possible your isp changed to cgnat in the downtime and now youre sol
strange though that you would see 2 different public ips depending on where you check
It's strange, friends have been connecting to my other servers and even those ports show closed ๐
it's probable that the valheim server acts as a upnp client whereas the satisfactory server might not
Yeah that's probably it
or their friends are in the same CGNAT network
afaik using ipv6 would be a solution to the CGNAT?
you should receive a globally addressable IPv6 prefix from your provider, so there should be no NAT involved (if your provider has IPv6 connectivity)
however you will need to allow the ports on the server's ipv6 in the router (google mesh) firewall
what's my ip says ipv6 not detected, but maybe I'll contact them to ask for one. I know I can request for a static IP but I doubt that would circumvent CGNAT
what kind of ass-backwards ISP doesn't provide IPv6?
a lot
I'll request the static IP then. I thought since my IP hasn't changed anyway that I'd not need it. Do I give them the MAC address of my router when they ask for a MAC?
but we're more than 12 years further ๐ญ
what isp does he have
yes, the ISP can only see your edge device
My ISP is Bahnhof
they want you to buy it
I guess
idk
goddamn, I'm not an office! ๐
no, incorrect. this is a price for enterprise set-up support.
Bahnhof actually offers a /56 ipv6 prefix if you configure your edge device (the google mesh you presumably put in yourself) to request it via DHCP-PD. this is consumer-side misconfigured
I'll get in touch if I can get an ipv6, but I think I can request a public IP for free, I guess that'll solve my server woes
@clear lagoon ah ok nice info, I'll try to enable it on my Mesh router
WAN Prefix length should be set to /56
if it doesn't work then I guess they stopped providing it to consumers to indeed put it behind a paywall?
ok well, I got an IPv6 now, thanks for the support - I'll see if my friend can connect using that
your server needs to pick up an ipv6 from your router now, and then you need to allow the ports to the server ipv6 through the firewall in your edge router
keep in mind your friends need to have functional IPv6 connectivity too
yeah this is all new to me. I guess I'll still request a public IP so friends can use the IPv4 in case they don't have IPv6 functionality
Thanks for the support, the problem goes deeper than I anticipated
where does the linux server store the auto generated self-signed cert?
in the ServerSettings.xxxx.sav file where XXXX is your port number. you cannot modify the self-signed certificate. you can however place a certificate in a different location if you prefer to use it, however this certificate must be trusted by the client connecting
location for the client certificate and key if you wish to substitute your own:
./FactoryGame/Certificates/private_key.pem
./FactoryGame/Certificates/cert_chain.pem
I don't use DHCP (because I want to specify the local IP manually), but now that I'm using IPv6 I have no idea what to type in ๐
I think IPv6 defaults to SLAAC. it should auto-configure the address on the server
i wanted to pull and trust the self-signed one on another server. i dont necessarily need an actual cert from a trusted authority
thank you
you can just go to https server-ip :7777/ and pull the certificate using your webbrowser. trying to pull it from the binary UE5 config file will be a headache
I'm not sure at what times the built-in signed certificate regenerates. I hope it is on or close to expiration
lmao. i didnt think of this, tysm
if you have ipv6 enabled most systems auto-generate a link-local IPv6 (fe80::XXX). substitute the fe80 prefix with you subnet-prefix and you have a global IPv6
our just let the systems auto-configure entirely
that is very close to describing what SLAAC does but it misses a couple steps. just let it auto-configure
in practice that is probably correct like 95% of the time
Yeah I let it auto configure, ipconfig shows and IPv6 address, a Temporary IPv6 address and a Link-local IPv6 address. But my router says no connected devices in the IPv6 pool
first of the three is what you want
Smol perf metric for folks. Running on a ryzen 9 7900 and max tick rate set to 120
you can use the ipv6 global unicast address your server has to configure the firewall
also it's normal for your router not to know which ipv6 addresses are in your network since it is auto-configured and not assigned by the router
Can you changethe TICKRATE on the wolveix/satisfactory-server running in DOCKER?
Yeah you can just change the config
wolveix/satisfactory-server mounts your config files to ./satisfactory-server
You might be able to do it as a startup flag too
But it involves way too many options, so editing engine.ini is better
alright I got port forwarding using IPv6. So I give that long full IPv6 address to my friend to try and join now?
Are there any dedicated server providers people recommend? Currently using Shockbyte and the experience is horrible.
I've tried some, and the experience was terrible indeed. Ended up with a Kimsufi dedicated server from OVH.
What region are you in?
US East
Honestly, try hetzner cloud
Was hoping to find something with maybe a higher tick rate than 30
Unless you want a full dedicated machine
Hm
You might need a consumer cpu
for the clock speed
Oh ok. Donโt have administrator access on my network so I canโt set up my own.
Let me double check my go-to hosts and see if there's anything fun
smh I can't post links
Anyways try hetzner cloud and see how it goes
Their dedicated vcpu line shouldn't be too bad
Iโll check it out thanks
Looking now thanks Iโll let you know
Just like Blueprint folder... the docker container folder is not writable.... ๐ฆ
when I try and save teh ini file into the folder i get a permission error
Are you trying to edit files inside the container?
It says # id
uid=0(root) gid=0(root) groups=0(root)
I am editignthe file in windoes then copying it over
If you just copy and pasted the docker config, you need to change the owner of the files to 1000:1000
If you're copying as root, then the files you copy over will only be readable by root user
Which is id 0
And the dedicated server container won't be able to read it
I am trying to copy th engine.ini fro windos to the folder... I had this issue when copying in blueprints... I cannot remember what I did to correct it... LOL
What are you using to copy it over?
windows explorer... I get the error.... You need permission to perform this action (from Windows)
Is your server on the same machine but in a docker container?
the docker is running in UNRAID if that makes a difference...
And you just have the directory mounted via SMB I assume
You can just check on unraid
But if you're on windows it's most likely SMB
It's basically the only thing supported
lol
There is an SMB setting in UNRAID... I use other directories all the time... just these docker directories inthe appdata folder give ma pain
I think for unraid you have to set UID to 99 and GID to 100?
Yeah
To have it be user accessible, you have to set those ids
the container came with both set to 1000
Yeah, change em
Container sets them to 1000 by default
But tells you to use what is necessary for you
For Unraid, it's 99:100
ok... Lemme give it a shot
I said i would drop an update in here when it was ready
I have build a discord bot using the SF API to do things like download saves. restart the server and show the status of servers in channel
im not sure if i am allowed to post links in here so check my profile i guess if you are interested
Looks good
Personally I'd use something like axios cause fetch is a bit weird sometimes, but I'll probably fork that and do my own modifications later
Is there a setting for Dedicated Server to turn off the (Pause server when empty)?
I just do it from server manager
Oh ok totally overlooked that thanks
no problem ๐
this is just a base model for the general public, we have another copy already for our community, to be customized
Server would not launch again....
What's logs say?
one sec
You have to change the perms on the satisfactory-server folder to match
Before you start the container again
is that like a chmod command ?
chown
right...
so chown 99:100 satisfactory-server
wherever you have the folder
I thought unraid would have a gui for it
Guess not
I guess I will backup the save game just in case... LOL
that would be toeasy
I may have to do it another day.. there are a bunch of frinds in there now... LOL
appreciate teh assist tnoough
Well there you go
dont know if this is just a dedicated sever problem but is there a fix
nope the blender textuers have a problem lol
1 sec, there was a fix for this in a questions thread the other day
here, follow the steps that fixed it in this thread https://discord.com/channels/370472939054956546/1289414514743185531
Quick question, how resource intensive is the dedicated server? My servers cpu already is a bit taxed
It'll slap around a single core pretty well
At the default 30 tick rate it shouldn't be too bad until late game
is that evern the same problem ?
cpu usage seems to go wild multi-core if there's creatures moving around though
there is a good chance it is a shader glitch, yes
my mate on my sever had the same problem tho
if that doesn't work you can make a post in #1038092680493801533 , Baldur's usually really good at helping people figure out these kinds of issues
The server knows nothing about what objects look like visually. it literally doesn't have that data. it only has collision data for buildables
8700k should handle it alright? I hit around 60% cpu usage currently when my other stuff is at it's worst
Should be easy enough yeah
anyway just try the fix, nothing lost if it doesn't work and you can shoot a thread in questions-and-help
Thanks
anyway at first glance it looks like it is a shader glitch for the "liquid" visual inside of the blender
you normally see it when you look in from the top
but the triangles are extending outside instead of forming a coherent shape
also try verifying game files (on the client) if that doesn't help
I'm trying to play in a server that I've played the past 3 weeks with no issue. Just this afternoon I got a huge persistent ping spike (maybe coincidentally?) right as I used a Nobelisk. Are others having server ping issues as well or is this a me thing to figure out?
Usually it's ~110 ms, but now it's 750 ms+
creature ai is a real performance killer rn
It's less of a ping spike and more that your server's tick rate is tanking
anything that does physics makes the cpu melt xD
Yep
Well I can't really fix that, the person running the server is on the opposite side of the country....
Ask them to upgrade their CPU ๐
They're away on vacation, starting this morning. Like I said I can't really fix that
RIP
it should settle down if there are no creatures moving around in the area.. worst case scenario it'll probably clear out on the daily automatic restart
is there a way to modify the inventory of a player on my dedicated server?
you can load your save in the satisfactory calculator interactive map (SCIM) for this https://satisfactory-calculator.com/en/interactive-map
Where would i find the save file i need to upload
if you download the save from the server manager it's in the same location as your single player saves
are blueprints broken on dedicated servers?
there are lots of issues with blueprints saving with certain buildables not being correctly attached to the blueprint designer, creating corrupt blueprints that can cause crashes or other issues
yeah any time anybody builds any blueprint on my server the server crashes
I recommend always clearing the blueprint designer after saving a blueprint: if anything stays inside the blueprint designer after clearing the blueprint, it didn't save properly and may cause crashes.
does the blueprint hologram show up properly? do you have any special characters or spaces in the session name?
the session name doesn't have special characters. the hologram does show up correctly, I think usually it crashes when trying to delete a blueprint that was placed
this is a blueprint with a corrupt conveyer belt or lift connection, usually
you can delete them by loading your save file in SCIM
you can load your save in the satisfactory calculator interactive map (SCIM) for this https://satisfactory-calculator.com/en/interactive-map
So I download save, put it in the editor, edit, download it, then reupload to the server?
sounds simple enough
that's a nice trick
yep ๐
and then after uploading it in the server manager, also remember to load it ๐
trying that now
also remember not to use that blueprint anymore (I recommend deleting it)
keep the clear blueprint designer trick in mind. if anything stays behind, do not try to reload the blueprint, it's not usable, manually dismantle the remaining pieces, and try to rebuild the blueprint from scratch (unfortunately...)
I do believe CSS is working on a fix for this issue
for me it seems any blueprint I build I cannot delete without it crashing the server
leaving static buildables behind such as walls and foundations usually causes no issues, but things like machines, power poles, or conveyors (things that connect to things) will cause major issues
even a basic blueprint of just 1 constructor
huh that's weird... if you can send a crashlog for that I can take a look
how can I obtain that
it should be in ./FactoryGame/Saved/Crashes/ on the server
so... factorygame isnt in my appdata
I have this game on a different storage so is it possible its elsewhere
it should save to the installation directory
not appdata... I think. not sure how it is on windows
Sometimes when placing pipelines and conveyors, the tool will stop working until it's unequipped and re-selected. So I might have 20-50 successful placements, and then it breaks.
Is it known if this is specific to dedicated servers? (I haven't tried it elsewhere)
I've seen this before, I think it's a desync that happens most frequently when placing during an autosave. your server and client don't agree on what you have selected so the client previews fine but the server is like "idk why you clicking without anything selected"
it's probably a generic multiplayer bug, not specific to dedicated servers
do you know where in the installation
the aforementioned path, installation_location/FactoryGame/Saved/Crashes/
I know the FactoryGame folder exists on windows too because it's in the steam depot for the server
ah that's nice...
you already checked AppData\Local\FactoryGame right?
if any windows server users can chime in here that would be helpful ๐
no worries xD
Thanks for confirming that it's not just something I and my boyfriend have experienced.
I'm curious about whether it happens on non-dedi servers. Either way it's plenty annoying. ๐
Developers are focusing on game-breaking bugs, crashes, and other major disruptive issues at the moment according to the livestreams, so annoyances like that and the mildly infuriating why are my signs always upside down or sideways will probably take a while to get around to xD
It'd be great if they would have focused on those during early access...
The stability of this game is fucking awful
twitches eye just found a youtube video of someone misusing the blueprint-designer-connecting-to-world-buildables thing to make teleporting trains
link?
https://www.youtube.com/watch?v=CzSAOXem2HM i think. neat. sometimes i really wish i had a debugger to see wth is going on hah
Our server crashed after someone loaded a blueprint and it appears all of the autosaves from today are corrupted ๐ฆ from the logs, the server crashes on startup with this error: [ 1]LogWindows: Error: appError called: Fatal error: [File:C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Core\Private\Containers\ContainerHelpers.cpp] [Line: 8]
Trying to resize TArray to an invalid size of 2147483648
Hi ya I've got a question, why is the IP of a Chinese Data Center pinging my Satisfactory Server in the console window?
anything on the internet will eventually get scanned by all sort of scanners
especiallly true if you have players from china and/or on networks that could be monitored by china. the GFW is notorious for that
scroll up for the details, but people have said to load the save in SCIM, delete the offending placed blueprint, then reload it
I am having an issue with shrubs and trees on my dedicated server, I am able to cut them and get the resources, but they do not disappear, I pulled the save file down and ran locally and it worked as it should so, I removed all the trees I wanted to remove, then reuploaded the save to the server and all the trees were back. I reinstalled a new instance of the server and uploaded the save to see if there was an issue with the server build. No luck... I pulled the save file into the editor and deleted my player from the save file to see if there was an issue with my player. no luck. This is a very frustrating bug as we have trees in the middle of most of our build that we can't remove.
tried restarting the server itself? i have that with foundations if the server is up for more than about 12 hours
yes I restarted multiple times, even loaded a new server and uplaoded the save file...
I am using a hosting service 4netplayers. I have used them for years with little complaints.
no idea then
Q: sorry, not sure where to ask, pls redirect if necessary. Anyone else getting stuck inside an invisible cube that makes building difficult, and nobs stick to the air where you threw it?
I'm only just getting this after opening my world to let my friends play with me, and I'm on a hot-spot so it's not the greatest connection. It resets for an unknown amount of minutes after I reload my "server" (save file?)
Just wondering if this is common, and how to fix maybe? If this happens only when people join other games, or after X hrs on the same save file? I have 82hrs and lots of empty storage containers I just placed before this bug started.
Reason I'm asking here is because I specifically suspect it's happening because I'm running the save file server from my PC, thru my phone. Is that causing jank, or is what I described related to other things than network stuff?
I have been seeing Nobs stick to the air where a destroyable thing used to be.
Yeh this invisible geometry follows players for me ๐
where is the file for me to increase players and tick rate?
I was looking for that, but the windows dedicated server has a file the linux one doesn't.
Where is the save game for dedicated server?
Anyone have issues on a dedicated server where a opffline player teleports on your head if you travel a distance out of your base (or where he logged off) and on the return it causes you to move slower/unable to jump
Is it possilbe to get a Server running within a Proxmox environment ? I've tried everything, but I keep failing. The server always appears as offline from the client. When I am trying to open the IP from the browser I am getting a SSL Error message to the console.
Hello people!
I'm new here, dunno much
Is there a proper wiki on how to install a dedicated server for me and my friend on my windows machine?
Or, is there any other quick way to share our savefile?
I mean, we almost always play together, but sometimes i wanna build some, and he's offline and direct connection is not possible
Thanks!
Hello, anyone here with an idea on how to troubleshoot my server being shown as offline in game? The server is running on a debian VPS, no firewall or filter. I tried it via steamcmd, docker image mentioned in the official wiki and pterodactyl egg for 1.0.
Multiple people tried to add the server and it always appears offline. Other gameservers are running fine.
Sound like port forwarding might not be complete, check you have port 7777 for both TCP and UDP protocols.
All ports are open, connection test from wiki works
๐ I'm facing an issue where picking up items from the world seems laggy (i.e. grabbing something from a belt or picking up leaves).
Everything else is fine: no rubberbanding with other players no lag building things...
It happens even if I'm connected via local LAN and I'm alone on the server.
Anyone else experiencing this? Is there a setting/fix?
Sounds like a performance issue. Can you monitor your servers performance?
There's a connection test on the wiki? Where's this at?
Anyone?
That sounds awfully specific.. if you have enough RAM you could try to turn asset streaming off on the server. it sounds like the tile the pawn is in unloaded and it glitched out
I at least haven't seen it happen myself
I am running dedicated server from proxmox no problem. Are you trying to connect to the server directly via IP or via "server manager". You need to use server manager
Did you also port forward/allow through firewall port 7777 UDP?
I disabled the firewall during testing. And the Ports are both mapped, at this try with docker.
I tested it via the browser via the Server Manager the server appears offline
you're running the satisfactory server in the proxmox docker service directly?
No in this test i am Stupidly nesting Xd. I am running Proxmox then a VM, because I dont know if it was a issue with the containers. And since I resetup the server like 5-10 times I tried it with the docker container.
does your VM directly map a WAN IP or is this through NAT?
The VM has its own public IP
And when I open the IP in the browser I am getting the SSL error message
this is normal. the server generates a self-signed SSL certificate if one is not provided
You can try running this script from the client machine to test the connection https://gist.github.com/SparxySys/4e96f18c567a0e33cf37e95980dbfc74
They changed it to nmap, I can try to get the old command from my bash history later
I've been having really bad server stuttering issues lately on a server I'm playing with some friends. I looked at doing a dedicated server, but I'm just not sure it would fix this issue. does anyone else have this problem playing multiplayer or know if it's better in dedicated servers? thought this would be the best place to ask.
Check your cpu usage
And average tick rate on server manager. Default max is 30. 20 is okay-ish but anything lower and you'll start seeing problems
anyone having issues with the CMD coming up when starting the server and immediately crashing?
thank you I'll definitely try this tomorrow
Hello every1.
My friend has an old savefile from (about) update 3, and he kept updating it to every new version.
However now blueprints don't work as they should. They work on the same savefile on singleplayer, but once loaded in the server, saving them doesn't make the saves appear in the blueprint list.
Using a new savefile on the same server works fine
We have tried removing all blueprints, but it didn't help. What should we do?
Oy ! any ETA of a fix for the 7777 udp prob on windows dedicated server ? it's really boring ... Give us the source of the DS, we are gonna do the job ๐
This is a community-run tech support channel. To reach out to the developers, please create or upvote an issue on the satisfactory QA site.
Do you have any special characters or spaces in your session name?
It's only standard chars, but it has spaces.
Already did ... like many other ...
That was it, removed spaces using SCIM and now it works. Thanks
Download the save to single player and load it, go to edit session settings and change the name to one without spaces, upload it back in the server manager, and then load that save with the new session name on the server, and set the auto-load session name correctly in server settings
or yknow. that xD
It's barely doing anything: I've got 64 GB RAM total and the container is using some 2GB the overall load is around 1 when active (on a 12 core system). ๐ข
We can all agree that issue is annoying @warm comet but there is nobody here who can solve it. You'll have to wait for a fix by CSS most likely
Is there a possibility in a near futur to make the source code ( DS ) open ?
I'm not sure why you are asking me. I have no relation with CSS
You can try asking your question on Tuesday during the development stream QA
Thx for your answer and your patience ๐
i would consider it to be extremely highly unlikely the DS source code would ever be opened up.
it would also open up a whole can of worms and avenues of support that would not be manageable.
maybe a "semi open" mode then ๐ or clearly set the limit of open / not open with the support ... You touch, you break, your problem ...
your get users using bespoke DS versions arriving at offcial support forms or discord channels like this, and quickly being advised to find support with those that created said version
it also opens the door for piracy too which is not desirable,
ultimately thats something for CSS to consider, but i can think of many valid and good reasons why they would consider to not do it.
i understand your statements but the game will be untouched ... Piracy of DS, it's not a problem and it's good for the game ...
by all means ask/enquire with them, asking dont hurt, but dont pins your hopes high on it happening.
I have a friend who like to reverse engineering data streams from driving games ... There is nothing to do with piracy ... and it's a good point for many games and sell them really good ...
Thx i hear ya !
if i were to host a server on epic could i still play on the same server on the same epic acc on the same computer or no?
I don't believe so, you'll need to use an anonymous sign in like SteamCMD to install and run the server as I don't believe it'll let you run 2 different things at once
just created a new server but cannot claim the server
i have another game on this set up on 7777 but still will not let me claim the server
Anyone familiar with an issue of trying to sve blueprints cause a server to crash?
Hi everyone, I created a thread in questions and help: https://discord.com/channels/370472939054956546/1290300749925974036
without seeing this channel exists, anyone able to help?
Yeah blueprints are currently borked on ded server
Thank you. Well back to hand building the factory
Something causes the blueprints to corrupt when saved I believe is the current understanding
Hey everyone, I set up my server, its running and everything seems fine, but when I try to join my server from the server manager, my game freezes up and crashes every single time, is this a known issue?
I uploaded my most recent 1.0 save to the server
Just delete the upload and do upload/download by server manager options...
I have created Factoryserver folder with Steamcmd according to the tutorial.
I can see that the server runs locally, my friend cannot join me as he can't see my server.
I have given him my public ip adress, all he see is "server offline".
I have port forwarded my server, I believe I might have missed a step, or misconfigured it.
Would love to get someone on vc and screen share to find the issue.
You running the DS and the game on the same machine???
Well then it's not dedicated...
I want to be able to run it and have friends join
thats how I did it, I did the upload save option in the server manager
I have a strong laptop as well, but it's on wifi
does it mean I will not gain anything with dedicated server?
Well then there is 2 potential problem. 1. running dedicated server on a not dedicated machine. 2. WiFi is by default crap quality...
I want to create the server so I will be able to play with more than 4 people
I saw that it's possible to do so with configuration of the server
but not in vanilla
You could lease a VPS and use for this.
Then there is leasing of service with dedicated satisfactory...
Dedicated server is suppose to run 24/7.
lol u can run the dedicated server on the same machine as you are playing on, thats no issue
that is what i'm trying to do
u either messed up port forwarding or firewall or isp blocking traffic
I reuploaded my save, and it lets me join without crashing, but now its just stuck on this screen, however im loaded in, I can hear my character swing his zeno basher and stuff, I just cant see anything...
Question: Is there a satisfactory mod that allows it when on a server that everyone has there own progression like , hub, space elevator and millestones because i wanna play with a friend of mine but i don't want to boost HIS progression because i want him to feel what the game is like
No Mod Support here
sure
Hi! My friend and I are looking for some help with our dedicated server setup.
The server is running on a workstation on a separate network using Ubuntu 18.04. It was installed using SteamCMD and it's run with -log -unattended settings.
This machine, my machine, and my friend's machine are all on Hamachi, joined the same network.
I can access the server and manage it without any issue, I can also launch a local save and play. Notice that my machine and the server are NOT on the same LAN.
My friend on the other hand cannot join and is met with a "Failed to connect to Server API" if through "manage server" or with an "invalid fingerprint" if joining with the IP directly.
My friend can see the server name and can see the ping, but is still getting the errors above and cannot join. We also saw there is a warning on the server log that says:
[2024.09.30-13.11.10:075][ 0]LogServer: Warning: Server API is running using a Self-Signed Certificate.
[2024.09.30-13.11.10:075][ 0]LogServer: Warning: To verify the certificate integrity on the Client, make sure the following Fingerprint matches with the Client one:
[2024.09.30-13.11.10:075][ 0]LogServer: Warning: SHA256:xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
While I get asked to accept this fingerprint he does not.
Any clue?
ok so created a new server for satifactory i had to shut down other server then create new server claim server as it seems to be using same ip/fqdn but not port number so not sure on this and start all servers up after this
@blazing fox all parties needs to accept the self signed cert
An easy setup to do is just run a VM on your machine and have Radmin VPN downloaded on it. Or some other VPN service.
But he doesn't get the popup to accept it
- It shouldn't be an issue with Hamachi
- It works for me
Are you saying it might be a windows issue on his side?
The other thing that is weird is that he can see the server name and status, but nothing else
(from server manager)
Have you tried restarting it lol. Just to make sure.
Yep, both clients and server
huh? Do I need two licenses to run my server on one PC and join from another? when I tried to run Satisfactory on my gaming PC it said it was already logged in and will kill the server.
Please keep shooting ideas, I feel like it's something dumb we haven't tried and anything could help
You can only have 1 instance of your profile running it- blah blah blah.
You're using login anonymous on steamcmd right?
I will try that, but I done this with Valhiem and did not have this issue.
I had the issue early on. This shows it pretty well.
https://www.youtube.com/watch?v=5zbgzSgy5XM&t=396s
how come this is not in the Wiki, hmm let me look again
Because the wiki is not updated. And... lacking I'd say.
tiring ... now I have to find how to log in anonymous.... link anyone?
cough couhg I sent you a video...
that is linux, im in windows
Does not matter when using SteamCMD... You're using steamCMD right?
Or are you booting from steam...
steam
Like 99% sure in my short time you need to use SteamCMD
ok, done it before, just was easier with steam
did u say you are using hamachi
Yepp
might be hamachi issue
Both me and my friends appear as "ok" if you try to validate the connection
If it was, any idea how to debug it? Or any alternative?
Is the current build for dedicated server just a**?
I get a coredump every 5 mins or so. Hasn't happened before.
got server running, using windows & steamCMD, It says its running, but can't connect to it, tried turning off firewall. tried local IP and my external IP#.
What is the setup? HOw many PC's?
Still seeing that weird 'connect locally on LAN to a dedicated server running on the same box and it disconnects external players when you disconnect'
I was able to sidestep it by hairpin NAT to connect to the public interface through the router
server is duel XEON , running windows, started SatisfactoryServer with SteamCMD
then I am on my gaming PC, so just me connecting to it
I'm not an expert, but does it not usually give you this lastly?
probally easier if I just make another steam account to and do it from steam
Just tested DS in a LXC on Proxmox.... It works....
just had my daily restart and now I can't conenct: [2024.09.30-15.38.32:366][ 0]LogGameState: Match State Changed from EnteringMap to WaitingToStart
just hanging there
Yes.
[2024.09.30-15.48.40:106][927]LogGame: World Serialization (save): 1.284 seconds (game thread)
[2024.09.30-15.48.42:379][996]LogGame: Write Backup to Disk and Cleanup time: 0.003 seconds
[2024.09.30-15.48.42:394][996]LogGame: Compression: 2.245 seconds (background)
[2024.09.30-15.48.42:394][996]LogGame: Write To Disk: 0.004 seconds (background)
[2024.09.30-15.48.42:412][997]LogServer: Display: Server startup time elapsed and saving/level loading is done, auto-pause is allowed to proceed from now on (if enabled in server settings). WorldTimeSeconds = 602.76
[2024.09.30-15.48.43:501][ 29]LogStreaming: Display: 0.660 ms for processing 5404 objects in RemoveUnreachableObjects(Queued=0, Async=0). Removed 297 (15225->14928) packages and 529 (30009->29480) public exports.
[2024.09.30-15.48.43:640][ 33]LogGame: Warning: [BeginDestroy]: Unloaded None.
[
Server crashes when I try to remove a pipe.
Server crashes when I try to load a new save on it.
Pog I can't even roll the server back.
removed my previous attempt and trying again, so following steps from satisfactory.wiki.gg but it did not work
" " should of worked no?
Delete everything in front of +force
Fluids broken on dedis?
Train picks up fluid from middle platform of station A, at station B plays the unloading animation but as soon as it moves away it shows that platform as 0 oil in it
Also using pumps seems to stop fluid moving through a pipe 50% of the time
but only after you move away
Feels like I am having to continually maintain the pipe network
Here it's showing the pipe being full of water???
Not had any issues with fluids yet,
Not used fluids on trains yet as setup facilities near to the source.
Try loading the save on your pc and run in single player mode to see if the issue persists, then your know if it's related specifically to dedicated server or not.
Unless water is bugged for everyone I guess it's a server related issue
It could be general game bugs with nothing to do with dedicated server.
Hence the suggestion to try it in single player mode.
As I say so far I've not yet experienced issues with fluids on dedicated server.
Not a server issue.
No offence but it's a PEBKAC... he he
A what?
do explain?
Draw an imaginary like between the keyboard and the chair. What does it intersect?
No i mean why is it a skill issue, whats the actual problem
Oh sorry I thought you were asking "What does PEBKAC mean?"
Pipes have been working fine on my server. Try draining that water from what you want to be an oil pipe; fluids cannot mix.
There never was any mixing, out of the blue the oil became water
Had to re-place the pipes just as they originally were, but having to actually re-place every part of it before it would start working again
Here is how to do it.
Same pipe has now broken again about 10 minutes later...
no flow rate but station isnt full
I put a pump on cos it's uphill thinking that might be it, and then the flow stopped completely
pump was powered as well
pipes work as terribly in dedicated as they do in single player for me. maybe double check the flow on each and every pipe
probably a bad pipe somewhere
Seems I have to just keep replacing this pipe every ten minutes or it stops flowing for no reason. Least it hasnt turned to water this time
That video prove there is nothing wrong with the dedicated server...
Hey, all i have been running a little server with a friend
It's on Ubuntu and since a few days every auto restart at night. the game crashes on startup. But when i start it again from steam. It starts fine.. any tips?
Feels like this is since last patch..
How do you run dedicated server? Docker or Steamcmd in a screen session??
just directly form steam
kept it simple for now
Just install steam and use the tools, dedicated server.. basically the same as stemcmd i gues.. just from UI
I see it now...
Well I would't call it simple... User is required to be logged onto Steam and onto account on computer...
Whereas in dedicated server no user is required to be logged on and server can be run either as a service or in a screen...
From scratch to finish within 4 or 5 commands...
That I can help you with but not why it won't work within Steam...
It has been running fine since launch, just since last patch it's been crashing on auto-restarts but when i manually launch it again it's fine. I guess if i use a service it can auto restart on crashes?
Also not having to ddo 4/5 commands and just pressing one button is pretty easy, and you just put steam in offline mode. so yeah.. to me it's easier. But i doubt that has anything to do with the issue.
Why is my Server always crashing if the primary player leaves the game?
Is it giving you a crash log?
3 commands to install then 3 commands to run.
Well if you belive it's to much then there isn't anything I can do for you.
I had 0 crashes since 1.0 came out...
Is that seperate from the normal log?
happy for you, had several bugs and i'm not the only one especially with blueprints xD
Anyone experienced memory leak or malfunctioning conveyor belts/miners where they not deliver the correct amount of resources?
Server consumed 11GB memory, after restart it only consumed 7GB. After restart the conveyors still not provide enough resource flow and miners keep shutting down even that belts are able to deliver even more on paper.
i had somethign like this, but it turned out i had a tiny piece of mk4 somewhere xD took me ages to find xD
I've replaced the entire belt system
What about the lifts?
Checked every each conveyor lift, all are mk5 and direcltly connected to each other
Miner overclocked fully?
Try placing a sink at the far end of the conveyor line
See if it still backs up
Fully overclocked miners (producing 600/min) with mk5 belts and belt is not able to pull out the materials fast enough (belt dont stop) and miners keep stopping, hence not enough is delivered.
I dont understand
The only way that's possible is if the belts are delivering somewhere that isn't consuming the full 600/min
Hence I recommended putting the far end of the delivery into a sink to make sure your consumption isn't the problem
The miner producing 600/min should never back up on a mk5 belt (which holds 780/min)
All 600 /min belts are directed to aluminium production and consume 600/min in total.
This is exactly what happens.
Then you're not fully consuming 600/min at the destination
Or else there's a mk4 belt somewhere between that's constraining the throughput
You can test this easily. Just hook up a miner directly to a sink and see
Also
If you stand on the belt,, and you go faste than te items.. something is off.. assuming the items aren't stuck
I'll try that
Also check lifts xD
Sometimes there's the tiniest segment of belt that's not upgraded
Like on an input or between two splitters or something
Item is moving slower than me
i am running server 1.0 for 150 hours now and suddenly all hostile creatures have disappeared. Restarted the server but still no hostile animals. Anyone?
yeah
Yep, you have a constrained belt somewhere
yeah so you can clear a belt.. fix it stand on it.. till you find the problem, for me it was a piece of belt inside a splitter in the end.. but yeah
Probably inside a splitter or something yeah
Funny thing, the piece of belt im talking about was just made and directly coming out of miner...
Seems like mk5 belt is not delivering 600/min
Can you post a screenshot ?
I'll try to make video later, I cant do it now and will provide it here.
Hey folks, just for clarity's sake, desyncs and stuff on a dedicated server are just facts of life right now, yeah? Stuff like foundations not disappearing on destruction, and vehicles spawning incorrectly? Im just trying to sort out if the issues Im having are host related, server code related, or client side related (we all have it happen to various degress)
Remember that you won't see flow unless it's 'flowing'. If the line is full and the material is stationary, you will not see any flow.
Working on setting up a small server for a group of friends, and it will only start at tier 2, I cant do a full start from the beginning with it. Are dedicated servers intentionally limited with that? Like, there's literally no option anywhere to change that, in game or in server controls 
I believe this is something that they are aware of and working on.
you can start a multiplayer game local first, do the first tier and upload the save to the server after, that's how i've been doing it
hmmm, thats a bit above my knowledge level XD but cool, good to know
So if I've been playing on a dedicated server, shouldn't my world be in the ./FactoryGame/Saved/ folder? All I have under that folder is config, crashes, debugUI, and logs
Specifically, I'm just looking to find my blueprints location
No, the saves are stored on the dedicated server
I'm accessing the machine the dedicated server is running on
You can download them under the Server management tab in the ESC menu
Linux or windows?
Linux
it will be under the /home/<user that the server was installed>/.config/Epic/Factorygame/Saved/
Heading home from work to crack out! ๐
Thanks! That's what I needed!
Hello, I have an issue with my dedicated server. It's behind a NGINX reverse proxy and I'm able to connect and play on it but for only like 15s and after that players rubber banding and 20s after timeout.
The console print this everytime I start rubber banding:
[2024.09.30-19.48.49:101][909]LogNet: Updated IP address for connection. Connection = [UNetConnection] RemoteAddr: "Myip":38745, Name: IpConnection_2147463422, Driver: GameNetDriver FGDSIpNetDriver_2147482258, IsServer: YES, PC: BP_PlayerController_C_2147463413, Owner: BP_PlayerController_C_2147463413, UniqueId: Epic:3 (ForeignId=[Type=1 Handle=2 RepData=[03CF6D52A4D42B6AE1E7AB4293C274B60F814D5BA425C546F343128F]), Old Address = "Myip":44839.
I realy don't know what i am doing wrong :/
Hi all. I am wondering if anyone knows how to get rid of a player from a dedicated server? I crashed so hard, that when I rejoined my server, it spawned me as a new pioneer and left my old one sitting around.
there are so many bugs for the sever any one know when they plan to update it ?
Beat it with a stick, however your hotbars will need to be redone - depending on how you were 'logged in' before you can get your body back. Just dont join the server until the player count shows 0 (or -1 if playing with others) and it should log you back into the proper pawn
Welcome to dedicated.. more bugs than single player - just how its always been
We have no idea what they might be patching or when, patch just comes when it does
No dice on the logging out in thing. I completely forgot you could back the avatars with a sitck so that'll do for now. Thanks!
Hello all,
A buddy of mine is running a server off his machine.
Weโre experiencing terrible rubber banding and lag.
Both of us have solid setups, and his server handles everything well.
Network quality is set to high for everyone, including the server.
4c 4.3GHz; 16GB RAM
Gigabit wired connection with gigabit upload
Speed test caps at 800 Mbps
Dockerised dedicated server via https://github.com/wolveix/satisfactory-server
using this config: https://satisfactory.wiki.gg/wiki/Multiplayer#Engine.ini
CPU usage: 7-8%
RAM usage: under 10%
Rubber banding is worse in certain areas of the map.
we also followed network setup instructions in the screenshot bellow too, we are at our wits ends any help would be appreciated.
"solid"?
is there a list of known issues somewhere?
the server is listed above,
His client machine is running a RTX 4080,Ryzen 7600x, 64 ddr 6 on nvme
My client is RTX2070 Super, intel I5 10600kf @4.1ghz, 32 gigs ddr 5 running off a nvme
Just to be clear.. you are running the client and dedi on the same machine and running into performance issues?
no
I would not bother with the network bandwidth stuff, it just makes things unreliable
dedi is on seprate machine
Is the tickrate holding at 30 when people are connected?
Stable 30
^the buddy in question
Are there large builds on the map or empty/early game?
but what's the server cpu
All we know is 4c 4.3Ghz.. so some sort of shared VPS I am guessing
It's a 12100 under the hood
Okay fair enough - how large is the world/map? You can look at the save* file size to give me an idea
One moment. Checking now. What I am noticing is that the issue appears to be substantially more prevalent in a single zone
2megs on the save file
What I'm wondering is whether it's not ending up running on one singular core rather than spreading to the four, so I might be seeing spikes to 25%, which is 100% on one
Okay, so fairly early game.. hmm shouldnt be having that at all
The main 'loop' in single threaded, there are various other foreground/background worker threads (maybe 30 or so) that may load the other cores but when you are single thread bottlenecked youll see one core much higher than the others
Where specifically on the map are you running into the issue?
Does it occur when just one player is connected?
hi all, is there a console command to give items yet and does it work?
Heck I'd go as far to say that's where we're seeing 99% of the lag
Interesting, dont have any issues in the swamp on my DS - was building there for quite awhile this weekend with a buddy making a large alum factory and never ran into issues like that
It doesnt seem to me like a load/performance problem
I have noticed FPS drop in that area, but no helpful info relating.
Why is my Server always crashing if the primary player leaves the game?
Anything of interest in FactoryGame.log?
The surprising bit is I'm seeing the rubberbanding when I'm literally wired to that dedicated server
It isnt crashing but the UDP listener drops, a known bug current with Windows DS - switch to Linux or reboot it everytime that specific person leaves
okay - thx!
Maybe try the disable streaming thing.. one sec
Stop the server
Locate the Engine.ini file (in SatisfactoryDedicatedServer\FactoryGame\Saved\Config\WindowsServer - or LinuxServer if on that)
Add to the bottom of the file the below, save and start the server
[ConsoleVariables]
wp.Runtime.EnableServerStreaming=0
One moment
Can it be that the dedi server is a VM on a Proxmox and it's set up with 4 socket cpu with 1 core each socket?
LXC
Shouldnt matter, the OS scheduler will load threads on whatever available cores
Unpriviliged LXC to be specific
With an 12100, doubt you are getting into any NUMA territory for the socket/core to matter
No other containers are active for additional context. Tried that as well
Well you can't choose sockets, so that isn't it.
Can you post or DM me the latest FactoryGame.log as well? It will show what the app is detecting CPU/memory wise among other stuff
If you set up a VM with 2 socket in Proxmox with 1 core each, then the game will only use 1 core unless the game is NUMA aware...
hello anyone got a server which I can join
Do you have evidence of that? Its not up the application to schedule where the thread runs.. up to the OS/kernel
This is mainly for DS support, check the #1201555265942724758
check cpu from within lxc?
huh mine used to throw different cpu% numbers depending on if i checked from host or lxc
Usage would be this #dedicated-servers message
Hi, quick question, my friend has an epic version of the client, i have setup the dedicated sever too on Steam (Not steamCMD) will he be able to join my session via my IP? It seems to me like open for friends might get in the way, is it only steam friends? I personnaly have a copy on both epic and steam if that helps but my friend has only epic. Any tips for crossplay ?
Dear devs, if you could kindly get your shit together with dedicated servers, that would be great. We're now on our 2nd corrupted save since 1.0 release. I've fucking had it with this game.
dear tarmac, they don't read this discord
you can increase your saves count and time, saved me a bunch in a pinch
ey?
When running DS one does not join the game via the 'Join Game' button but rather everyone needs to add the server via IP in Server Manager menu and assuming you have forwarded the ports and it will then be available to join. The session settings are pretty much irrelivant to DS
How is it corrupted? I highly doubt DS is to blame for an actual corrupted save
ofc they are, it shouldn't be writing corrupted saves
@flint quest
Huh?
Good afternoon. Trying to get a Satisfactory server going on a dedicated windows 10 box on my network that I built solely for game server hosting. Used the manual SteamCMD method and a batch file because I couldn't find a dedicated server manager (would be preferred). Server console runs as expected, network and OS firewall rules created, but when I try to join the server in-game or try to add it to steam server browser, I'm told the server is offline. Those attempts are logged in the server console window as an accepted connection, however. Confirmed FactoryServer-Win64-Shipping-Cmd is listening on the desired port. My startserver.bat file contents...
*@echo off
echo Checking for updates...
steamcmd.exe +login anonymous +app_update 1690800 +quit
echo Launching server...
cd D:\Satisfactory\steamapps\common\SatisfactoryDedicatedServer
start FactoryServer.exe -โ ServerQueryPort=15000 -โ BeaconPort=15001 -Port=15002 -log -unattended*
Thanks @grim mica
Appologies for the delay
you're using the "join game" from the menu?
You need to add it to Server Manager, do not use the 'Join Game' button on the main page. Clients also connect via Server Manager tab. Also that startup command is.. old as Query and Beacon port are no longer used, only the Port is valid. When you add to ServerMgr use the port you specified (15002)
should've read the wiki
I am using the Server Manager in game, when I add my IP and port, it shows "This server appears to be offline" in the main window, but the server console that's up and running shows a series of "NotifyAcceptingConnection accept from: mygamingrigIP"
Tried again without the two deprecated flags in the launch string. Same issue and symptoms.
EnableServerStreaming false sadly did not make a difference by the looks
I noticed that the wiki says port 15000 is no longer used "at all" so I switched to 10002, same issue. At this point I'm at a total loss, I know it's not a port forward or network issue...that's what I do for a living lol.
nice pfp btw
Well if you are getting the NotifyAccepting its possibly not a firewall issue, you are on the same LAN - not crossing any NAT?
Also, does it show any indication of IPv6 (i.e '::' anywhere)?
Dedicated server box and my gaming rig are on the same vlan on my home network. IPV6 is disabled everywhere in my network, on both boxes, etc.
Fwiw...I've been hosting all sorts of various game servers on this same box for over a year, this is the first time I've had a problem.
Based on your FactoryGame.log it looks like the startup command is forcing serverstreaming
Understood.. yet Unreal doesnt care and will sometimes listen on IPv6 even if its unbound from the adapter
Try to add -multihome=0.0.0.0 to launch params and restart it, see it comes up then
Let me check again, that's the log prior to removing the streaming
Specifically the startup command, I think you said Docker so maybe need to adjust this bit
It is at least fully detecting the CPU and isnt being emulated
Hello, I am trying to set up a SDS, but I can't get a port to forward correctly like the reddit guid I found says. I'm trying to foreward port 7777, but online checkers say its still closed after I allowed it in windows firewall and on my att router settings
If the server is up you can at least now test TCP 7777, so if that isnt working.. recheck firewall settings. You may also have CGNAT or something that doesnt allow you to do an actual port forward
how do i test if the server is up?
Depends on how you are running the actual server but you should see it in Task Manager 'FactoryServer-WIn64...'
yeah, its there. I think im not sure how to actually start up the server with the SDS application. ill try to google it real quick, mb
What is SDS?
satisfactory dedicated server
Oh I see, how did you download/install it? Steamcmd?
i have it thru epic games
I see, I am unfamiliar with DS on Epic. I would suggest using Steamcmd (you do not need to own it on Steam) to run it
Modify the 'force_install_dir' to download it to whatever path you want and its pretty straightforward
I'm also curious.. does the same issue happen with a new world? Ideally start in Dune Desert and run south to get to swamp
Right, wrote a new container ontop of the save file with the streaming env variable disabled - no change
Allright, was worth a shot
If you can see accepting connections but the server still shows offline then you only have half the ports forwarded. It uses 7777 TCP and 7777 UDP by default.
I'll try a new save and see how it behaves, it's doing something weird somewhere, question is where
I'm tempted to copy the save locally, run a local server and see if that causes an issue
I can throw your save up on my DS and see if it happens there
I have it set to run on 10002, and that port is open in the network and OS firewalls on TCP and UDP.
How are you changing the port?
The server process actually disappears?
yea
.\FactoryServer.exe -Port=10002 -log -unattended (per the wiki)
I need to step away so I posted my issue in the questions and help channel.
Is it binding to that port correctly?
yes
*0.0.0.0 10002 FactoryServer-Win64-Shipping-Cmd *(powershell)
canyouseeme.org (one of the sites mentioned in the wiki for testing the port being open) gave a positive result, confirming the process is listening on the correct port, my firewall NAT rule for this is correct, and the OS firewall on the game server box is configured correctly.
Interestingly enough seeing lagging mobs in that area in a new save
Ah, very interesting in terms of physical, didnt think that applications would isolate themselves that way. Been managing multi socket machines for 15y+ though almost always these days virtualized with HyperV or VMWare - I was mainly thinking in terms of virtual as that was the context of the discussion. The power of virtualization layer abstraction I suppose
please don't judge our...gravity defying build x)
Sky bridges ftw
Thats... alot of objects, but also - wrong channel?
Right, downloaded that save locally - runs just fine, so I recon it's something on the server, but what is the question
from main area train into swamp is where you see the issue
I have a question about raising the tickrate. When I looked it up online on how to adjust it, they just said put whatever number you want, but in my Engine.ini file on Linux, it has a number followed by a bunch of zeros
How do I go about changing it to increase the tickrate?
Hey, how do I change my server's session name ? I need to change it because it causes the blueprint save name bug.
You can try saving the file and then reloading it under a different name. That might help
What I mean is pull that file out and then load that file as the new server game and rename it from there
The save file name doesnt matter, the 'world name' is baked into the save itself
You can rename the server by deleting the ServerSettings.<port>.sav file near where the saves are kept, that will allow you to re-claim the server and enter the name again
You can then load the existing world from the manage saves menu
What causes the blueprint save bug?
i heard just thinking about the bug might cause symptoms
Hmm. Does the Wolveix docker container work with Epic?
looking to play with someone
Have you tried #1201555265942724758 ?
I will say it: multiplayer on a dedicated server feels like early access experimental...
I hate google sometimes.... I can never find the answer I'm looking for. Whenever someone asks what the difference between locally hosting players on a local save and running a dedicated server, people immediately go "it's better performance to run a dedicated server"
That's not my question, are there any GAMEPLAY differences?
Like my friend hosts a game for me and him to play on stream, he changes the default color scheme of all buildings and it changes for me too. Does it do the same thing on a dedicated server or do people have their own color defaults? Stuff like that
It uses Steam to fetch the server, but the server doesn't care which storefront the client comes from. Steam or Epic-sourced clients can both interoperate with a Dedicated Server downloaded from Steam or Epic.
Not really a dedicated server but I can't find where to see my ping/packet loss in a p2p server
I really need it to troubleshoot my network since satisfactory is the only game I have major issues with so far
I have the same problem
But on a dedicated server
did they fix the issue where if a host of the dedi server leaves, the server itself closes?
Have not had that issue