#dedicated-servers
1 messages · Page 116 of 1
I don't think there is a feature available to visualise this at this time. Are you having issues as the host or as a player?
Buildables inside of the bounds of the blueprint designer that due to some bug did not actually get correctly attached to the blueprint designer, causing them to be world buildables. If this is a buildable with connections (machines, power poles, conveyers, pipes, hypertubes, rails, ....) you can attach connections that are correctly included in the blueprint designer.
This leads your blueprint designer to save the connection (cable, conveyer connection, rail connection, .... you get the idea) to the world buildable. For some world buildables this allows you to do funny glitches (teleporting trains!) and for others it just straight up crashes when dismantled, placed, when you look at it funny, ...
You can usually tell that the issue occurred if, when after saving a blueprint and then clearing the blueprint designer, something is left behind/not dismantled
hey pioneers. i found in the search with 'clear blueprint' the bug that the game does crash.
i experience the same, mp server collapses when i clear it.
any workaround to get it deleted? i have now a full blueprint designer, i cant empty or delete (and its occupying space).
You can use the satisfactory calculator interactive map to delete structures from your save file. https://satisfactory-calculator.com/en/interactive-map
ok, i let the admin people know. doesnt not work for me.
i tried to delete it piece by piece or mass dismantle after mass dismantle. but still crashes. i try to figure out if there is a limit while deleting, that doesnt crash the server. wip
you can go with what Lena said, it is not an in-game delete thing
no i cant, i dont have the admin rights for handling the save file. but i will forward that solution. thx 🙂
Read the Wiki.
It should work.
Game clients from both the Epic and Steam game stores can connect and play on dedicated servers regardless of where the server binaries were downloaded.
It's because you and your friend is in cooperation on playing the same game.
Same thing there
Wait, is there a different way of playing???
No the color swatches are still shared on the dedicated server. The only way to get custom colors that won't change is to use the custom swatch
All the swatches are shared except the custom one
Hi, a couple friends and I host a dedicated server and as we get further along we are coming across more and more desync issues. The biggest ones being walls. When I deconstruct a wall it doesnt disappear. I can go through it as if its not there but I cant rebuild a wall in that slot because it thinks it is still there. Going to main menu and rejoining does then show the lack of a wall in that spot. Also for some reason I can copy any building or item like floors and roofs but I cannot copy a wall by looking at it and hitting middle mouse. I am not sure what to do about this and at this point it is becoming more and more of an issue. Any suggestions on how to fix this?
no fixes, only workarounds, ie rejoining or in some cases, stopping the server and starting it again.
Unfortunate. Ah yes, the ol turn it off and on again trick lol. Will have the server admin try that later
Best thing I tried to reduce that was setting Network Quality to Ultra. Tick rate was also pretty stable and set to 60, but not sure if that had any impact.
We still experienced some desync / ghost foundations when there were 3-4 of us on at once, but it happened way more often when the Network Quality was set to medium.
And this was all on my so-so home network connection, only like 10mbps upload, all clients were relatively close so like sub 100ms latency.
I noticed this yesterday too. I thought it was more fancy walls, but maybe it was just newer ones, which I could not copy with middle click. Others (older ones) worked fine.
Today I cannot reproduce it after restarting the server.
ty
for sure, will be trying that whenever my buddy wakes up
Make sure all your clients set their Network quality to ultra as well.
I trying to verify that that the server is running (looking at the satifactory.wiki.gg) using https://[ServerLocalLANIP]:7777 does not work. what am I suppose to see?
cannot connect server either, via LAN
no connect using curl either
Looks fine, do you add firewall rules to open port 7777 tcp and udp?
yes, I also turned off firewall on Private lan
I can ping the server that , does work, I use this same server to host my Valhiem server.
Do you see the server in the server manager in your satisfactory client?
Only thing I can think of is to double check the firewall again. Make sure the server is not set to use public net and getting blocked. Maybe try adding explicit port rules for inbound 7777 tcp, and udp?
Could also be some issue where the incorrect interface/address is binding to the server. Not 100% fresh on the common windows server issues.
odd you cant connect over lan like that
i had the post the msg above as a picture, discord keeps blocking links
ok, so what does this means?
I don't see listening on UDP
oh gezz! I found issue, my mistake. I was so sure of my game server IP address, I never checked it.
Anyone else having issues with mk3 bp's crashing the server?
if i download the add on via epicgames launcher. Do i still have to download and use SteamCMD? and what is a Docker? And what do i have to do after that, so i can play with my friends?
try reading the wiki first
do you need a dedicated server? you can join your friends on their world, or they can join you and you can play togeather without a dedicated server.
i know but the host has to always be online for the friends to join ,right?
I have but i still dont know if i need SteamCMD if i use the Epic Games Launcher
with the game running yes, the computer you run the dedicated server on also has to always be online.
GameUserSettings are getting reset to default values when manually rebooting the server. I've tried changing the vaules in the servermanager, in the console and manually editing the GameUserSettings.in file.
`Using the following commands at the console result in:
[Command] [Value] [Saved to ini] [Reset to Default] [Removed]
FG.SendGameplayData 0 yes yes
FG.NetworkQuality 3 yes yes 3 no
FG.AutosaveInterval 1200.0 yes yes 300.0 no
FG.ServerRestartTimeSlot 0.0 no yes
FG.DSAutoPause 1 no yes
All of the above settings are reflected in server manager however they all
get reset to default vales after a manual server reboot.
However, the settings are preserved on an automatic server restart although
the ServerRestartTimeSlot is not honored, i.e. it restarts every 24 hrs
regardless of this setting.`
Anyone have any ideas?
you also need a second computer to run the dedicated server. Otherwise what's the point? your pc will still have to stay on 24/7 for your friends, and now you're running at reduced performance because your computer has to run the game for you to play AND the server software for your friends.
thanks bro that helped so much ❤️
yup, I don't mean to steer you away from it, or be a dick, but you absolutely don't need a dedi to do multiplayer, and the very generic question you asked kind of hinted at you're going to have a really bad time.. there are also hosting providers that will host your server for you for a monthly fee. To answer your other questions.. the dedicated server is it's own separate piece of software, it does not need epic or steam... we use steamcmd because it's easy. Docker is containerization software.
if you want to read through the wiki on how to set it up, feel free and someone here will probably be willing to help you if you run into issues.
24x7 uptime, you don't have to be on the servers for others to connect, better performance (depending on hardware)
ah ok thank you
isnt reduced performance happening anyway, when you are hosting the session ? just that you aren't running the dedicated server but the built in server to host
Hello! Are there any public servers for this game? My friends and I would like to play
Hey Guys,
I am playing on a server which i rent from a well known server hoster in Ger and i have the Porblem that everytime one or more players joined the server the tickrate drops lower than 10. We have no disoconnects but the expirinece of playing ist really bad. Do you know how to fix this or have any ideas?
yes, probably. but it wouldn't be as big of a hit vs running the server software and client
check this channel
https://discord.com/channels/370472939054956546/1201555265942724758
Anyone got the following issue: every time the server reboots, the game goes back onto auto-pause, even though I have disabled the setting? It happens after every reboot
The game keeps running even when you take a break from playing.
Your friends can play on that game even when you're not around to play.
Why everytime i leave my server, it says offline after that. What is going on with this
ARe they going to fix these bugs or what
Check this switch in server settings first before launching it as a bug.
uncheck it for check it?
it's already checked on, you want it off?
Does having this checked! Cause the game to show offline by chance? Which then requires the server to be rebooted.
omfg this is infuriating
Nevermind I answered my own question, still crashes, going to leave on as the saving part works on my server.
Pleas read the wiki!
Checked means Auto Pause is on.
Unchecked is the opposite.
This is basic.
Hey, Do you have any issue with this config ?
When I use it after 20s connected to the server I start rubber banding and the consol print:
[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.
quick and dirty, how do I increase the number of people who can join my dedicated server?
Check out the wiki in the channel description, it's got the details you need to adjust players 👍
Thanks for the man splain, I kow that. My question was should i turn AUTO SAVE on DISCONNECT off
Hello! I've been using the linux version of the dedicated server and I'm running a script that uploads every autosave to Dropbox just to be sure. Anyone else using creative methodes to keep there save files safe?
I Just keep it simple and use a reliable and fault tolerant storage medium. No further scripts needed.
Daily PBS Backups 🙃
Is my assumption correct that you are referring to some kind of RAID setup? You know what they say 'raid is not a backup'.
I just download the latest save to my client with the server manager when I stop playing for the day XD #lazy
The game makes auto backups of old saves...
And if the storage system is robust enough then not much to worry about.
For data I deem valuable to me then for I follow the 3-2-1 rule of having 2copies on site and 1 off-site.
But for save games for any game, I personally do not hold any material value to em.
But yes storage medium is a form of raid if you will... Technically it's a cluster of mirrored raid on multiple 'boxes' over an infiniband layer, but I appreciate not everyone has a rack of drives at home 😆
Any tips on required spec for a big factory with 3 players?
or is it just worth going with a host and not worrying too much about it?
The fastest and most modern CPU you can spare for best performance.
Demands of a system varies between worlds and factories.
That said I'm running it on a system that uses a pair of Xeon CPUs @3.7ghz that are a few generations old and so far it's holding up well.
yeah we are running on a i7-7700k with 40GB RAM and it's suffering with Ubuntu Server linux; so wondering if it's time to upgrade the CPU
or go for something indifferent broccoli hosting and see if it's any better
Id suggest getting as far as you can with the resources/systems you have, if things start to get unreliable or laggy then consider moving the save to a different system.
At least you could make some progress with existing hardware before renting something that may or may not be newer.
1.0 does appear to be bit more optimized than say U8, we have managed to exceed what we built previously in U8 on a system that struggled with it in U8.
Note that mega factories are more demanding than modular factories.
Thus play style can have an impact too.
yeah my mate is crazy for the mega factory lol
My friends and I agreed this play through we won't build 'A' mega factory.... So now we have ended up with multiple mega factories
lol
working fine for me ¯_(ツ)_/¯
has anyone else experienced smart splitters consistently bottlenecking even a mk1 conveyor?
I'm hosting on an old FX CPU with 16 GB, and it's fine even with 3k fuel gens in a power plant area and all the supporting stuff
Don't know, haven't unlocked it yet lol
This is life lol
yeah, just rebuild it and or the belts around it
You can't ask me if I want it off, when it's you who decide what YOU want...
If we’re paying for a server, is it possible to move to someone else’s and keep our save? My mate has bought one but it’s turning out to be very laggy now it’s getting busy and we’ve just started phase 5, so don’t wanna start again if we can help it😁😎
You can download the save in the server manager.
Thanks😎
Hi there, we are trying to create a dedicated server with a dedicated OVH server, but we have a problem, my OVH don't have CG and we can't make the first connection to activate the server. Can someone help me?
When I launch the SatisfactoryDS we have no probleme, the data was correctly installed, Public IP , Port open but no one can join the server
we also tried to create the server of our personal computer and no problem everyone managed to join the server. But we want the server to be hosted on our OVH
What is CG?
Gotcha, GPU isnt needed for DS so that doesnt matter
If the console is open (server is running), ports forwarded/allowed on firewall and you enter the IP into Server Manager (you dont use the 'Join Game' at the main menu) with the proper port (7777 is default), that should be all you need to do
We cant Just use radmin or similar?
Hi all, I'm trying to add my shock byte server in the server manager. After putting in the server address and port then hitting confirm nothing happens. Any advice?
You mean to install and start the server? What is the OS on the OVH box?
Regardless, I suggest using SteamCMD to download it then you can just run the FactoryServer.exe/sh
If you want to set it up as a service, use systemd (linux) or nssm (windows)
Wiki covers all of that: https://satisfactory.wiki.gg/wiki/Dedicated_servers#SteamCMD
Thank you
ok we managed to fix the problem, the problem came from the ports, the port firewall windows was not correctly set if it kept the IP "filtered"
Ty have fun !
Ive been trying everything someone please
only issues for running my own server is that it lags around tier 9 and its better with a higher tick rate
If the information they give you is not working then you will only get help by asking them why it's not working.
Managed to get it working idk why trying it 20 times and it worked on the 21st. Probably did something slightly differently idk. Is it possible to go through Tier 0 in a server? Im trying to get friends in that have no experience with the game so the tutorial would help them alot
Create a solo save then upload it to the server. It will still skip the beginning cutscene tho.
as of right now they dont but its in the works is what they are saying
That'll work thank you!
Anyone have a fix for the dedi server not allowing clients to connect after the host machine disconnects, until server is restarted? - some fixes i see is to connect with your internet facing IP as the host client, but that doesn't work
No
no fix, available 'workarounds' consist of restarting the server after the 'host/owner' (btw one does not need to be the host/owner for this issue to occur) leaves, using scripts to monitor if the port is no longer listening to reboot the server automatically, or switching to a linux based host or a docker container leveraging the WSL (Windows Subsystem for Linux).
so fun. i have no idea how to do those scripts lol
keep in mind wsl is known to be slow
anyone still having problems with blueprints? our server just crashes when using a blueprint, or trying to clear the blueprint builder.
i cant even get my server to hold blueprintes I have to make em by scratch
Hey all! We are playing in a dedicated server and we noticed that when using the chainsaw the foliage/trees are not being removed. There is a work around to fix this?
I'm on a DS...not seeing that issue
could be an upload bandwith ping issue
unless you have it in single mode? and only the tree you are chopping disappears? But that is by design
ive seen that occasionally, restarting the dedi server updated the visual of the foliage being gone for me
does setting up a dedicated server and playing in the same pc at the same time improve performance?
No, though slightly with Multiplayer overall the performance will be less.
Has anyone had an issue loading a save file with a dedicated server?
So my server will always load the last autosave, uploaded a save, and still last autosave. created a new game, loaded the last autosave
you have to update the server setting for which session to auto-load
there's an API call for this, you should know (:
Can't get others to connect to my server, it's not using my public IP4 to host, but my IP6 will work, but says something about the API
It uses my LAN IP4 and works fine
BUt that's not the one people can connect to
anyone know a fix for block signals not showing blocks?
i tried restarting server and gmae
Hello all, hate to beat a dead bush but im on a hosthavoc dedicated with 16 gigs and cpu prio and thats all fine and dandy but im end phase 4 right now and im getting containers appearing empty, structures not appearing after i place them, additional players finding it completely unplayable in terms of frames and stuff and yes ive tweaked tick rates and stuff to no avail. general question, should i give up on a paid dedi at this point?
Everyone's case is going to be different but our group (4 people) switched from my dedicated server to just plain hosting it from my machine and connecting through multiplayer tonight because we were experiencing similar issues. for us, the main things were :
- Blueprints crash the server (never know when a conveyor lift will decide it's not attached properly and everything will crash)
- Terrible lag whenever one of us is nearby some creatures (very bad for combat and general survivability since we established our main base in the swamp)
And it wasn't a case of the dedicated server not having enough power, it's better than my gaming rig. There's just a bunch of problems right now so we decided we will wait a while and see if the next patch fix those issues before switching back to the dedicated server.
Well this is a funny one. Hosting dedicated server on same machine as I use a client with. One friend joins, disconnects, dedicated server goes down/connection times out. If I join and disconnect, nothing. Seems to be opposite of an old issue.
Ah. I'm guessing it's https://discord.com/channels/370472939054956546/1283191576641798144
Hey crew. I have a question I wanna run by you all.
I've run multiple dedis in the past for this game for a few people, but I have an upcoming LAN party with a potential 23 attendees, and this is one of the highest rated games among that group, very likely to be featured for 50+ hours.
I know you can alter the maximum players, but realistically what are the practical and technical limits on concurrent players? Practically speaking, with enough coordination is it feasible to start everyone in different sections of the world and have them run independent factories until a few tiers in when they potentially start collaborating?
sounds like you're about to find out for us... good luck!
Hehe. I'd rather not be the first, but if that's what it comes to I will have a backup game prepared.
Surely someone has tried throwing a stupid amount of people into the game by now.
from what i've been reading here the past couple of weeks,
use the absolute fastest single core cpu you can get your hands on
creatures are an absolute performance killer, so probably prioritize paving the planet so they spawn less
don't* use blueprints, they'll crash the server and you'll have to save editor it
don't* use blueprints
Oh. That's unfortunate. 😦
*probably fine as long as whatever's in the blueprint designer doesn't cross the boundary
OHHHHHHHHHHHH, so THAT's what happened to my user! I'm running a dedicated server, and he saved his game there, i saved a blueprint, and it crashed only his connection. me, and my other users can log in just fine, but not him. I've not yet found how to fix it yet, do you have a guide on how to do that? @topaz scarab
only he can't login?
correct, i'm local, one user is using geforcenow, and them him. only he can't get in, gets the UTICK error
I'll post in #satisfactory to discuss the practical details of how a game that large might play out, but if anyone has any other technical considerations I could benefit from please LMK.
and now he can't load the game locally either
i've yet to successfully kill the body of a disconnected user... how might i do that?
just hit it with anything
ah, guess i just wasn't persistant enough, i'll have him try logging in again
Just think of it as a very, very durable pinata.
Is anyone getting belts stuttering when using merges and splitters ?
More specifically, don't use (or even load again to try to fix...) blueprints that leave buildables behind when the blueprint designer is cleared, regardless of whether or not it crosses the designer boundary. There's multiple glitches that can make buildables in the designer be placed as world-space objects which just causes all kinds of issues, tricks to clip over the boundary of the designer is just one part of them
really hoping that gets fixed soon XD
they explicitly mentioned they were working on a fix for it during last week's stream
so with some luck that comes around this week
was that about server blueprints yeah?
the issues been around for years though going by the discord search when I first ran into the problem
Yes but it seems to occur much more often since the release of 1.0, though this might just be due to a playercount peak
yesterday I noticed the blueprint designer is also absolutely cursed to build in the vicinity of because sometimes it thinks you're encroaching the designer for no reason
glad to hear they're being worked on though. took all the wind outta my sails for 1.0; first blueprint = first crash in this game (bricked the whole server)
was a pain to fix
I think I've gotten lucky because I've mostly used my blueprints for U8
I just had to re-save them to recalculate the costs
so atm are all my BPs unable to be sent to a server
Blueprints can work fine on a server as long as they don't contain invalid data
or you don't make it too big or try to use the space allocated by the blueprint designer 😭
i can make brand new BPs no problem, just cant import saved ones
wdym by import? you just have to upload them to the right folder
how do i change max player count
aye I mean upload using my servers file driectory
new blueprints load just fine after restarting the server
Is it still advised to set [/Script/Engine.Player]
ConfiguredInternetSpeed and all the other bandwith settings?
How can I set different speeds for upload and download?
what is the current issue with blueprints? mine are working fine which i created on the server
Not really
Though I don't really run a big server so not too sure
There's some bug that can cause corrupted/crashing blueprints, but they can work fine generally
How do you specifically delete a blueprint in scim it's on a floor above a bunch of other stuff
Hello, i followed the wiki to change the tickrate. But the server just seems to default back to original file. Anyway make it not do that?
make sure server is shut down first, then edit files
otherwise it will overwrite when you shut down server
Yeah, i wrote quit in console as wiki said i should, waited couple seconds after cmd window dissapeared on server and then edited the file. But still it defaults back to stock settings
yes
never saw it get overwritten if the server was shut down first
some other settings do that yeah
Stock value says 300000. So i assumed that id change it to 600000 for a tickrate of 60?
no
you are talking about rates
tickrate default is 30, and you change it to 60
you should see those values on the screenshot default 30
the rates will get overwriten from file scalability.ini depending on your network quality so you should change it there (if you wanna change rates above ultra)
Oh i see now where i did wrong. I just read the lines wrong. Makes sense now why it got mad at me
rate and tickrate are a bit different things
Yeah, just misread the differences in the rate and tickrate
Stuff on belts seems to kinda pause for a second sometime and walls dosnt always gets dismantled. And some say that increasing tickrate might help with that. Since my server has a pretty strong cpu it should handled it just fine
I also had the dismantle issue
increased tick to 60 and forced network quality to ultra (it was resetting back to medium, but this should be fixed now)
didnt have that issue since
but now I am back to 30 tick and ultra network and also never seen foundations dismantle desync
are you definitely using ultra network quality on server and clients?
the network quality is adjusting the rates
before last update the network quality was always resetting back to medium on next restart
Both client and server are using ultra network quality. Atleast it says that ingame options and server manager
then yeah not sure
can try better tickrate
or increase rates above ultra in scalability.ini (and any similar values you see in engine.ini, but some of those get reset anyways)
Can the dedicated server (wolv's docker image) run without internet ? My home network is down for the day and the factory beckons
I fixed both tick rate and network quality above ultra via a post from Satisfactory forum. Hope that fixes my issue. Thanks for help! ^^
should be able to. if not, you can always transfer saves pretty seamlessly
It seems to keep checking for game updates
But I guess I'll run locally for the day
If my PC doesn't melt
there's a way to skip updates. SKIPUPDATE=true under environment: in the yml file maybe
Just put this on your docker compose file and restart.
- SKIPUPDATE=true
Should be ok to run. I can't see any "phone home" fuctions...
and fwiw I only found selfhosted performance to tank when someone else joined. Which was odd because running the dedicated server with the same person joining and otherwise same client/server settings/resource usage did not have a performance hit. it was on the order of ~30+ fps
I've limit my game to 60 fps...
I want to set it up so the hosting device restarts every 2/3 days and shutdown and turn at a set time during the day or when done by a discord bot, is there a way to tell the game to save from console or an api?
i am pretty sure i can use task schduler in windows to automate the on and off, and have a pi that sends the wol to booth the pc
You can use the HTTPS API for this. The documentation is included with the server.
I never saw the docs as I'm using steamcmd
I believe the docs are actually included with the client side, not the server side.
Ohhh, where do you find thr
there are also wiki and githubs with the docs
Wait you sent the link lol
I'll have to play with it after work
Tomorrow lol, its nearly 11pm here
Thanks for the Info tho
heya guys i noticed i have massive fps drops in our dedicated server ? any tips
avoid building mega factories, build modular factories around the world.
avoid running dedicated server on the same computer your playing on.
run dedicated server on a faster server.
if the server has available cpu headroom, you could try increasing the tickrate (as documented per the wiki).. which may work for now, but later game you may run out of headroom and thus the tickrate will fall to what it is able to manage.
Thank's we are runnin on 1700 ryzen dedicated for dedicated server's only , how increase tick rate ?
because in singleplayer we dont have those issues
i felt there is some misstake when when i go from ultra grapfic's to low and drops and timings without fps stay the same
Is there a way do downgrade a dedicated server to another version?
no
just experimental vs live
damn... thanks for the info
No but it is very easy to upgrade your client.
I was having the issue from the game interface and via the API. I did try that.
Quite literally the only way is DepotDownloader: https://github.com/SteamRE/DepotDownloader - but its not like you'd be able to bring the save back a game version, I can't imagine the devs are accounting for that 😅
but yeah like MoP said, much easier to just update your client vers haha
I've created a dashboard for Dedicated Servers!
You can monitor your game stats and tweak server settings.
App is still in development, so more features will be added later.
You can try it right now at
sfpanel.online (can't past link)
I would appreciate your feedback! If you have any questions I'll be glad to answer them.
Hi there! If I start a dedicated server, register myself as admin, then select the starting zone, will the next player who spawns be forced to spawn in the same zone or can he pick a different zone to spawn in?
You can also use SteamCMD to download depots. Why do you want to downgrade the server?
They spawn in the HUB, or if there is none, they will spawn in the session's starting zone.
Ah gotcha. thanks!
Hi everyone,
I'm new here and was wondering if one of you could help me.
I'm hosting a dedicated server for four people but it have lag and rollback, something hard sometime pretty soft.
My VM got an r5 2600 (tested 1,2,4 then 8 thread) and 16GB of RAM, but it's using only 4GB, almost like it was capped.
Does anyone encounter the same problem or knows a way to uncapped RAM usage or set a high max/min usage?
Thanks all, have a good day
I take it mods are not yet working for 1.0 and therfore ded servers?
This sends your server data and token to a third-party service to perform the back-end call?
The game server needs high single-thread performance for the main thread. That CPU is also kind of old. What does the tick rate look like? Also, you might be able to improve performance by disabling asset streaming at the cost of additional memory use.
Where can I get this information?
If it's the same as ping, it's usually arround 15 to 33, sometime spiking at 200
It's visible in the server manager status
Average tick rate: 30
is the tickrate also 30 when you are experiencing the rubber banding/lag? what is the network quality set to?
That I don't know for sure. I know that it always happen during autosave but that's ok we can handle that. Else it kinda random, flying or fighting, sometime it's just ok all along.
Network Quality: Ultra, used to be Medium but I changed it after time looking at forum.
Hi Question here, why does my server go offline when i disconnect from the server and no one is online?
windows server? known issue, wait for an update
I bet the tickrate tanks when creatures enter combat with the pioneer, there seems to be something wild happening when they try to navigate
yeah, creatures kills my server peformance when engaged,
was fine in U8
do you have any idea of to handle this?
yes its on a windows server, kinda sucks because i wanted to do the elevator parts in the background without having the game on. Auto Pause is also turned off
The server continues running, it just stops accepting new connections until it is restarted
but will it also safe the game automatically? Because i dont have access to it and the console also says follwing:
To the app's backend. No third party services is used
anyone know a fix where conveyers mk5+ are freezing for minutes at a time
then it works as normal after that
only happens when u connect a new belt to a network
What are the calls to eu dot posthog dot com?
This is analytics tool
I use it to track user count
But usually it gets blocked by ad blockers and similar things
do they effectively stop feeding into the machines or do they only visually freeze?
they stop feeding, then they work again after a couple minutes
its like theyre calculating or smth
can you check the server tickrate when it happens? do you see anything weird in the logs when this happens?
if you're using any blueprints, can you clear all blueprint designers?
Most likely because you're not running a dedicated server on a dedicated machine.
It's a bug in the Windows version of the dedicated server. The UDP listener vanishes when a LAN client disconnects
It doesn't necessarily happen to just the host. Sometimes it's a different client that causes it when disconnecting
If I run windows dedicated server on the same machine I play/connect with and log off, nothing happens. If my friend connects and disconnects, listener gone
so the windows GameNetDriver is even wonkier than we thought? :P
something is
My server is on my LAN and it will not be accessible from the Internett.
So where is the source code so I can host it for myself?
Yeah, the app will only work with publicly accessible servers
project is not open source right now. May will become in the future
Highly sceptical...
wdym?
you need a public IP to connect, the same if you would try to connect to it in game from other pc
providing info for access to server on a dodgy web-site registrated in Russhia....
yeah, i guess it is. I have no interest in your server and data, but i can't give you more than my word for that))
How does the country affects it Xd
I would love to make the requests to the dedicated server from the client itself, but i can't because of the DS's ssl certificates
browser just blocks all requests. So i have no choice but to make the api calls from my server
You also can't due to missing cross origin headers
Don't really like a black box without a legally binding privacy policy to process any data though. Just my two cents
yeah, you're right
will make one asap
rushed a bit to test app in public and get feedback
Next time. Post link to Github....
Well don't. Users need to know who you or your company is and where jurisdiction is
its closed source bruh 😐
If you need to request users hand over certs or creds then that's a huge red flag.
i don't
If you got nothing to hide, you got nothing to hide.
As I said earlier. highly sceptical... Even more now than then...
There is a way to create working SSL's on DS, im planning to add tutorial later
same, would'nt want to put my api key into some random website,
a self hosting variant would be interessint but not a remote hosted closed version
I'm trying to setup a Dashy widget that displays server status. Is there a healthcheck endpoint I can hit on a dedicated server?
Yer, use the API
You can setup a bearer token for non player requests
You can also install a valid certificate if wanted
Oh and the udp api gives access to basic stats unauthenticated
okay, I'm trying to find the Server Config for my dedicated server, I followed wiki and it lead me to nothing
where it says the server configs are... its not
Wiki says it should be here in Windows: FactoryGame\Saved\Config\WindowsServer\
This is that location:
there is no WindowsServer folder
I edited Game.ini in Windows and that changed nothing
If your hosting at home, Check your firewall settings on the server running the dedicated server instance, also check your port forwarding on router.
i did all of it and my friend from another country is not able to join even tho i created 2 new rules of 7777 and yet stil didnt work
if you can't edit port forwarding, for whatever reason, Hamachi is a workaround
does my friend have to also port forward?
I have to use it for things like FoundryVTT and Vintage Story
the firewall rules are not port forwarding. Port Forwarding is done on your router
all Port Forwarding does is tells outside connection where to go on the local network when they get there
if i cant port forward on my router i can use hamachi right?
Think of your router as an apartment complex. The port forwarding is basically like telling the post office what apartment to send your mail to once they get to the complex
What file exactly are you trying to find?
Hamachi is just a user friendly P2P VPN client. It can help in some cases but can introduce latency issues
Your friends also require to have it installed.
the server's Game.ini file to adjust how many players my dedicated server can host
the wiki has been less than helpful in finding it
how do i exactly use hamachi am i supposed to create a netowkr or connect to one?
I you sated the server before? The folder that is missing is automatically created.
you create the network and your friend connects
yeah, I even connected to it
what do i put on network id?
whatever you want it to be called, preferably as original as you can think of
cuz thats how your friend joins
What is in that windows folder?
Best to consult the hamachi guides, support for setting up vpns is somewhat out of scope for what this channel is for.
there is a Game.ini file in there but it did nothing to change the number of players who can join the server
The wiki describes 2 methods to set player count.
By editing the .ini.... Or instead use an argument when launching the server.
Try the launch argument if you are unsure of the file or it's not taking effect.
checking that second method now
Ok that's your windows server folder your missing then. You need to get all the other .ini files to generate now. Start your server if it is not already running. Once it is up and running open the server manager and issue a quit command from there. This is the only way I know to generate the .ini files. If those are not getting generated then making changes to them will not work.
second method did nothing, still said 0/4
posting Quit closed the server but did not create the folder
How much ram does it require to properly run a tier 7 save? Does reducing auto save periods reduce memory usage?
so, no joy on killing his character, i uploaded the file to a sav viewer and deleted his character, he still can't join the game. again, he's the only user that cannot join the game, even locally
Pulled out my old post, try this ..
#dedicated-servers message
Because from what I've read game sounds extremely server memory unoptimised..
It's not generating the folder its generating the .ini files. You should have like 15-20 of them in the windows folder. This is the only way I have seen to get them to generate. No changes the the .ini files will work till after all these files get auto generated.
1.0 is better than previous editions, so around 6gb seems to be the norm from what I see
yeah, those files already existed in the Windows Folder, but there is no WindowsServer folder as the wiki claims there should be
Everything depends on how big the factory is. I would say no more then 12g but it really depends on what is in the save.
Cause I'm currently renting a 6 core 8 gigs vps for my mysql + backup hosting, so i started a server on it because why not 
Maybe try changing the name of that folder because the name in the wiki is what it should be.
I manually created a WindowsServer folder and copied the modified Game.ini file over so its in both
The server doesn't like when you manually create things at least on the Linux side. I would have just renamed what it already created.
Guys use pterodactyl 🤓
I set 100 slots there and it works (im playing solo 😭)
And it also says you CAN'T change the player count without reinstalling server completely for some reason
I doubt the server will even stay alive with a hundred players in it
I doubt it can handle 15..
Depends on your definition of handle
I can ask for a r9 7950x with 128 gb ram for one day if you find enough people to test it with 🫡
Run the test on the best hardware you can get
Why so much ram
yeah.... none of the suggestions here are working
That's gonna be hella slow ram unless it's only two DIMMs
guess I'm stuck at 4 players max
Use the launch parameter
You won't need that much ram.
But it will also likely die with 100playets, but good luck and be sure to share your findings
already tried that, nada
Try verifying your files? Something is wrong with them.
That's ddr5
DDR5 stock speed kinda slow imo
Yeah i know, but i don't have enough people to try it out. Would have beya fun yt video i was doing it
Well, it's enough for hosting multiple Minecraft servers with no bottlenecks
In my experience, memory is the least concern
Frequency and per core performance matters more
In satisfactory also iirc
Correct
verifying
Memory latency and bandwidth is more important than amount
Devs hate this simple trick
added simple privacy policy for now 👍
Multi threading well is really hard xD
Supposed to be a joke
If only it was that simple lol
One guy said me he knows a lot about multi threading
I asked
He just knows java executor service

When can I get a single thread CPU that clocks at 10mhz so the devs don't have to worry about mult threading.
GHz
Woops
Intel tried with 13/14th gen, look how that turned out 😆
That's some kind of mutual hate
Devs hate multithreading
Manufacturers hate making more Hertz
They make more threads 
All 780 Files successfully validated
Did anything change with that folder/files?
Lifehack
If you register on google cloud and enter an empty bank card they give you 300$ free to use for 3 months. More than enough for hosting one satisfactory server on pterodactyl panel
nope
Can you show what is in that windows folder?
yup
Ok what is in the Game.ini
TotalNetBandwidth=500000
MaxDynamicBandwidth=120000
MinDynamicBandwidth=100000
[/Script/Engine.GameSession]
MaxPlayers=8```
Everything looks good other than the folder being just Windows instead of WindowsServer. Do you see anything in the log like maybe a permission error or something?
where do I find the log?
Either in /FactoryGame/Saved/Logs or on the console output when the server starts.
@keen geyser you sure your looking at the dedicated server folders and not your client folders? (I forget if you hosting the server on the same machine or a different one)
Might be an idea to check it works alright with 4players ok first... And won't stop listening when you or others leave as is a common issue with windows based servers.
Don't happen to all but common enough to cause headaches for many
Wrong folder.
Correct folder would look someting like this.
steamapps\common\SatisfactoryDedicatedServer\FactoryGame\Saved\Config\WindowsServer
@keen geyser otherwise you might be trying these things only to find that you experience the issues that many others do to and eventually move to a more reliable Linux instance.
In general it's best to test it works as expected without issues before trying to adjust settings outside of what is officially supported
"reliable" 😂
Thank you, I would have never known thats where I was supposed to go cuz the wiki doesn't say that
the Wiki is so freaking vague
All up to and including SatisfactoryDedicatedServer is the installation directory. In steam you can open it through the right click menu in the library
And then you just go to the right subfolders
has anyone experienced the bug where certain things (for me part of a blueprint) always crash the server when you try to dismantle them, and if so is there any fix?
you're free to update it yknow
yea that's it for sure
Wiki isn't vague on that part. Verifying files is never going to verify things in appdata. The separation of saves/configs into appdata or other various folders is one thing, but actual game files are always in steamapps (or wherever you actually direct them to go)
and the wiki does have articles specifically about that
Hi All, I have a question on the tick rate for a dedicated server (running locally on a PC on my network). I notice that items on belts "feel" delayed entering containers/machines and there is an obvious stutter of items on the belt when playing the game. If I take the same save, and load it and play it in single player the belts are much smoother and that stutter isn't an issue. I don't know if there is an actual problem exactly, or if it may be related to the tick rate of my dedicated server?
I don't think that's necessarily a tick rate thing. I've hosted dedicated servers multiple ways (with the same tick rate) and sometimes there's some stutter (i haven't seen it much on belts though). depending on the exact stutter Im pretty sure that can happen on belts in singleplayer too. not sure exactly which one you're talking about
By delayed into containers do you mean they don't show up in the container until some time after they should? like in the container inventory?
I should make a small video, but the smallest thing would be a belt entering a storage container, the belt is 120 / min and being fed items at 120 / min but it will pause slightly between each item entering.
It just isn't smooth, but locally it looks great. I am not explaining super well.
No, that's a good explanation. I know that one. I don't know what causes it, but I don't think that's maximum tick rate (assuming you're at 30 - if you set it considerably lower or higher, sure maybe). It could be whatever the actual ticks are.
What Mk of belt does this happen with? All of them all of the time? Is it ever belt in ever region of the save on that server? Does it also happen when self hosting a non-dedicated multiplayer session? Have you started a new game on a dedicated server and checked if it still happens?
I'd say it's pretty normal for some things to desync between clients during play. That should get resolved with a disconnect or reboot of the server. If that persists and is the same whenever you reboot the server for every belt, that's when I'd start troubleshooting harder. But if it's just certain belts and not all of the time, that's not too weird
I'll do some tests with various belt speeds and see. Right now, I notice it basically everywhere. I'll restart the server as well, I do tend to allow it to run for days at a time.
Thanks for the suggestions
Days at a time? Belts used to become sentient after 24 hours. If you're only getting that after days of it being up and it goes away on a reboot, totally normal. Also I'd reboot way more frequently.
I'll see if it goes away, should have been my first test.
I'll schedule daily restarts as well
has anyone experienced the bug where
yeah. I think even with nothing else there's the potential for floating point errors to start causing issue after a certain amount of time has passed (or stuff has happened)
Restart did the trick... I work in IT, can't believe I didn't think to restart xD
Hi All, I have a question on the tick
Hey mister, how can I change the daily automatic reset? Which is set at 24:00 time.
And how many reboots would you do?
you can change the restart time via the server manager (if you are the server admin)
note it is a clock, (so time of day), not an interval as the wording suggests
I never reboot anything or even restart the service, just let it do its 24h reload at midnight and never touch the OS side unless I wanted to do updates or something. Certainly abnormal to need to reload/restart/reboot constantly..
Obviously 1.0 is still new.. but with U8 I had a service running for over 50 days straight with no reboots or restarts of anykind, everything ran just fine
I restart constantly because I tend to be fiddling with things. I'd reboot every few hours of server being active though if I wasn't otherwise. In my experience wonky desync stuff can accrue very quickly so there may be periods where the server is fine for 24 hours. there may be periods where it gets fucked up within 1 hour. Reboots are fast.
Yes, the wording is very bad.
Another question I have is how to set admin and user password. Seems like the first player to enter takes "admin" position and anyone can join without any password prompt.
Right now just knowing the IP, you can enter the game.
I have certainly run into missing foundations/etc but just rejoining with the client fixes that, nothing to do with the DS - what other desync problems are you seeing?
You can set the password in the manage server tab, the admin pwd is set at first connect and you can also change that there as well
However, if nobody knows your IP - who cares if its open, only give it out to people you trust
I'm having troubles building some belts. I do the correct action and it just doesn't build. I switch build piece and it works. It happens when placing belts between stacking poles.
I dont pwd any of my instances because I can just roll it back if needed
Oh yeah thats just part of being on DS
You constantly have to unselect and reselect the tool you are placing with the hotbar
Thats been around since DS came out
That happens to me as well, not super frequent.
finished game ™️
I definately feel like DS is still 'experimental' in terms of the amount of crap you have to deal with
I honestly dont care much for the placement problem, my biggest peeve is the fooking build type never staying
We are avoiding hypertubes because it was awful on update 8. Had to disconnect many times, getting stuck in the middle of the tube.
Also trains were super-wonky (but fun)
Constantly pressing R because I looked at something from a different angle and it resets to nothing or the wrong belt/pipe type is STUPID
Well I can say that hypertubes are definitely working mostly properly now with 1.0, I have a full world rail network with hypertubes below and took them all around the map with no issues
Oh, that's nice.
There are still some visual bugs/rubberbanding but you dont get stuck or anything like it was before
Thanks for all the info Gunter.
I don't remember which admin password I input the first time...
Thing is I have a dns pointing at it. But yeah, maximum that can happen is some griefing.
I will activate my backup script.
Same thing with DNS.. someone would have to hit the hostname on that port with the specific application.. I guess it depends on how you advertise the server
in the long run satisfactory might get added in port scanners 🤷♀️
It gets scanned regardless, I sometimes run Terraria/tModLoader server and I get nearly constant portscans from random IPs. If you PTR them its usually white-hat security places just doing generic scans. Not like they are going to go.. oh Satisfactory server, launch the game, join and inject chaos into the world. Just supppppper unlikely.
Then again, if you are worried.. just put a pwd lol
well yes but I mean explicitly reading and recognizing the response packet header
and with the whole griefing thing, you know what happens to open minecraft servers 😛
no but if you know where to look you can find portscan results specifically targeting the servers 😛
Interesting.. I wonder what people get out of it - just hilarious to me to even waste your time like that
I save every hour and keep the last 96 saves, so.. GL griefing any of mine 🙂
I see the server is still unbinding from UDP and TCP when a client leaves from the same machine that is hosting.. Any news on this being fixed soonish?
you can try asking on the next dev stream in two weeks
there will probably a patch before the next stream,
if you check steamdb you can see they push out internal builds like crazy
I posted in the questions and answers section a few days ago about a brand new dedicated server install not working, and haven't yet received any response. In the meantime, I nuked the server and rebuilt it now that I own an AMP license. Same exact issue, when I add the server in server manager it says offline but the server CLI shows my connection attempts. This is 100% not a network issue, I host dozens of other servers in the same manner, and for what it's worth I am a network admin for a living. Giving this one more shot before myself and my little community try to refund the game on steam, since we can't play together.
What is an AMP license?
AMP is a Server Panel Software
If you are using 3rd Party stuff, you should ask them first, might be some funky outdated config
Used Windows/Linux and even WSL and all worked fine regarding connection (except for the windows related bug)
got a new issue with my friends server, weve been off of it for a while and hes trying to start it but the save file for the server isnt loading and none of the previous sessions are showing either. its kinda acting like its a brand new server, nameless and saveless
any ideas on what might have gone wrong and how to fix?
also cant force close satisfactory either in the task manager to hard restart it
Are blueprints still broken?
The server settings file has a new name now since it uses the port number. Server listens on ports 7777 of both tcp and udp now. The save files should still be there. You can either claim the server again or maybe rename the old serversettings file
we had started the server since 1.0 so we have all that set already
just wont load the save and is trying to launch a new server
What installation method are you using?
steamcmd
I first tried the official wiki guide method, then the amp method, both have the same issue meaning it's not AMP or a third party tool causing my servers to appear offline in the in-game server manager.
Are you sure you didn't accidentally install a second copy of the server in a different folder?
If you see your connection attempts but the server shows offline this usually means TCP is connecting fine and UDP is not
What firewall if any do you use?
Is your server behind NAT? Is it in your local network?
If you are seeing connections on the console but it still shows offline then you only have half the ports forwarded.
Should be all good, was using NSSM and it was starting a different server file
thanks Lena
Did they start it with a different user. I believe the save area is in the users profile area.
Oh no you nearly shut down the discord sending that command here 😉
Joking aside I'm glad to see it's fixed
I am using opnsense, a virtual firewall/router appliance built on freeBSD. As I mentioned earlier, I'm also a network administrator by day. I have confirmed several times that I have the correct NAT rule in place, and the correct windows firewall exclusions. I can perform all sorts of external port tests to confirm those ports are open/listening. I also confirmed via CMD and powershell on the box itself that the satisfactory game server process is listening on the correct port.
Protocol set to TCP/UDP? You're connecting from outside the NAT or reflecting back in? No firewall on the server machine?
You can run this script from the client machine to test connectivity https://gist.github.com/SparxySys/4e96f18c567a0e33cf37e95980dbfc74
I have mine behind pfsense just fine. What are your rules/startup command?
Opnsense here as well
I have NAT reflection configured on the NAT rule, so when I add the server in the in-game server browser I'm using my public IP and the port I've set (7775). The NAT rule is set to TCP and UDP.
How are you changing the port?
Since I'm currently trying this in AMP, it has a place to set the port the game/instance uses. Previously, when doing this the wiki.gg way, I was using -port as a start parameter.
Have you also added a relevant firewall rule to allow that specific reflection?
Yes
I'm running a number of other servers on the same box...12map ASE cluster, 3map ASA cluster, Vrising, 2map Conan Exiles Cluster, Project Zomboid, Space Engineers, etc.
The output from the script above would be useful at this point
Are they all running at the same time?
Only a few of them, as my little discord community needs. There are no port conflicts.
Currently, I have just the vrising server running, since there are people actively playing. I shut off everything else while troubleshooting.
Currently working on running that python script, apparently my install of visual studio code is way outdated.
looks like this has a number of prerequisites required to run the script, and im admittedly not well versed in python
I think it should only be requests
it wants me to import a module named "numpy"
Oh right 🤦♀️ I forgot I used that for the udp parsing
Note to self, add requirements to the gist tomorrow
Me neither to be honest, but it's the simplest scripting language I could think of that I could easily write the connection code in that runs cross platform
Also pretty short and readable to hopefully see it doesn't do anything funky
I've installed anaconda, but not sure what to do at this point
Uh. You can just pip install numpy requests
You don't need anaconda unless you go do some wild math stuff
I tried to keep requirements down I swear xD
Am I running this script on my gaming rig, or the box hosting the server? Also, I noticed port 7777 is referenced in the code, my server is set to use 7775.
Some kind of constant rubberbanding started happening on my server, was alright like 4 hours ago. Any ideas? Nothing changed in the save
You can run it on the client. It tests both connections between client and server. You can call it with parameters your.ip4.here 7775 4
Port isn't hardcoded. Just examples of input parameters
you lost me, lol.
I'm currently in CMD, and running "python .\satisfactory-test.py", and the above screenshot is the result which I assume is an error or problem.
So say your server is at 8.8.8.8 at port 7775. In your screenshot you did python .\satisfactory-test.py
You actually want to enter
python .\satisfactory-test.py 8.8.8.8 7775 4
That's with the internal ip. Are you using the internal ip in the game server manager as well?
I'm not, not doing bind or multihome either. I'll try again with the public IP, since I have NAT reflection configured in opnsense.
You can copy paste the output text and take out your ip if you want to
Testing connection to Satisfactory Server at [publicip] port 7775
Testing for IPv4
Connecting to HTTPS endpoint https://[publicip]:7775/api/v1, expecting 404 with errorCode errors.com.epicgames.httpserver.route_handler_not_found.
TCP Test: Connection timeout.
Sending UDP LightweightQuery Poll Server State packet to [publicip]:7775.
UDP Test: Read timeout.
Test complete.
@surreal kestrel I can't believe this but I'm getting the exact same issue as you
I also just ran the script and got the same output - seems like the server isn't responding on UDP?
might be the case.
common port check tools I think just check TCP, but they're all saying 7775 is open when the server is running.
Either the packet to the server is not going through or the udp response packet is not getting back through the NAT reflection. Any chance you can test from outside the WAN? Mobile data maybe?
Testing connection to Satisfactory
Buddy has the same problem, adds the server to in-game server manager and it shows offline for him
UDP is stateless so it can't be read unless the tester speaks the specific protocol
Okay hang on let me try
can you run this powershell command for me on the server machine 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-Cmd"}
You wouldn't have a linux version of this command?
(client is windows, server is linux)
Uh just do netstat -tulpn | grep -i factory
no output, but no errors either.
tcp 0 0 0.0.0.0:7777 0.0.0.0:* LISTEN 2345515/FactoryServ
udp 0 0 0.0.0.0:7778 0.0.0.0:* 2345515/FactoryServ
If I cut off the last piped command, the where-object, it works and I see the factory-server process, port 7775, IP 0.0.0.0
Can you do the same command but grep 7777 instead?
oooh I think you're onto something
tcp 0 0 0.0.0.0:7777 0.0.0.0:* LISTEN 2345515/FactoryServ
udp6 0 0 :::7777 :::* 1200/AbioticFactorS
I probably still wrote the process name wrong. I don't powershell well xD
seems like the abiotic server maybe claimed that port...
here's my output
0.0.0.0 7775 FactoryServer-Win64-Shipping
Yes. Satisfactory udp listener shifted over to the wrong port because of that, but the client doesn't support multiple different ports
okay I'm going to disable the abiotic server.
Any chance you can test from outside the LAN?
No problem 😁
On my issue, I've tried various different ports that I know arent used elsewhere on that game server box, same issue on each one. Current port is 7775, last one I tried was 10002. I have specifically only configured NAT for TCP/UDP 7775...does this game do a +1 like Ark and other games, and I need to allow the next port up as well?
It doesn't need additional ports. Unreal's net driver has a tendency to go try other ports if your main bind port is in use
If we're seeing the server process listening on the expected port in PS, then we can probably assume there isnt a port conflict here
Correct
I still think the udp packet either incoming or outgoing is getting stuck in your firewall
We also saw the script ping pong with your server on the game udp network driver via local IP
Fails on WAN IP
I'm still new to opnsense so not entirely sure how it logs its traffic and how to determine if it's the culprit. I'm Watchguard certified, which doesn't help here lol.
People have noted it does the +1 for ipv6 but not ipv4.
That's on Linux which is because of dual stack being enabled by default
I think individual rules are only logged if logging is enabled for that rule. Can you share a screenshot of the firewall rule as well as the port forward you setup for the satisfactory server?
If you search through my recent messages you can find a more detailed explanation somewhere. Mobile is not conducive to typing it out again xD
Oh I didn't know it was from that. I just remembered people who used ipv6 saying they also needed to add 7778 ports.
My buddy just added the server in his in-game server browser, and he's able to claim it.
So we're getting somewhere, works outside my network, but not inside.
He had some sort of certificate error, clicked past that, and was then able to claim (he didn't since I need to).
NAT Reflection is cursed and outside of my expertise. Is there a reason why you don't want to connect using the LAN IP?
Many ISP branded routers/modem combos dont like to do hairpin nat. Instead of using your external IP, which works, use instead the LAN IP of the server.
I'm on cable ISP, and using my own surfboard modem to ensure no double nat, and because ISP hardware is garbage.
192.168.0.102:7777 for example
Question to the masses is anyone running a dedcaited server through an outside website that is getting shutdown when they log off?
He's got reflection working for tcp, but not udp. I'm not even sure where to start troubleshooting it. He's using prosumer grade open source router software
Using your own surfboard vs the ISP branded one doesnt cause double nat. two routers connected in series does
PFsense or the like maybe?
Opnsense which is a non commercial fork
I just added the server in the server manager using the local IP of my dedicated server box...and that worked. I know I tried this several times before and it didnt.
On windows servers there's an issue with the listener sometimes dying.
Welcome to computers 🤣 Sometimes it works, sometimes its magic, and all the time it causes me to lose my hair
Nevermind, the autopause on disconnect was checked off
Oh you meant pausing
That's so odd, because I have dozens of other servers that all work fine w/ nat reflection, this is the first time one hasn't.
Any of the other servers use UDP for the game connection?
A number of them require TCP and UDP, but I've not personally confirmed they actually use UDP.
I think the udp response packet from the server back to the client isn't getting reflected because your firewall doesn't allow it
UDP traffic is better for low latency, like video, voice, or online games. Satisfactory uses it for its millions of updates, like items on conveyors, or power. Stuff that updates often
If opnsense doesn't consider it solicited traffic, then the fact my gaming rig and the server being on different vlans may be why its blocked. I don't have any traffic opened from the server to my client.
Since udp is stateless you need reflection for both the socket from the client to the server as well as the socket from the server to the client. I think. I'm just guessing at this point. Not a network expert
Your on the right track 😉
If your server, and desktop, are on seperate vlans, and theres no stateful rule to allow those vlans to talk to each other, then they wont. Thats kind of the point of a vlan to segregrate traffic.
I wont ask why your doing it, cause I know why im doing it, but if you want to connect to your server, either tag your traffic as the same vlan, or if you can like with cisco gear, you can take traffic as avaiable for multiple vlans at once.
I have traffic allowed from my computer specifically, to the vlan the server is on. but not in the other direction as it hasn't been necessary up to this point.
However, since I can claim and join the server in-game, using the local IP of the server box, I'll probably just stop there.
That's fine to. Glad that that is working at least 😁
Wouldn't the server be directing the response packet to the router since it originated there?
That's my thought process too, in theory, this should work as-is since it's going through opnsense and the response is considered solicited traffic
Depends... Some vlans are very passive and passthru, some are very stateful and have a list of demands you need to meet before it will pass traffic.
In most cases, the origination packet comes from the server/satisfactory, and is broadcast out to a router/switch and from there sent in passthru mode. But as you've pointed out, that traffic can, and does, get re-written as being from the router as the source, as to protect the actual source.
Though, I work on Watchguards for a living so that's the angle I'm viewing this from...this wouldn't be a problem on a Watchguard as long as there was a policy in place allowing the originating traffic in the first place, and replies are considered solicited traffic and therefore allowed within that same policy.
Dropping son off at football. @me or be back in a few
Thanks for your help t-bone
I mean in a NAT Reflection scenario, you're sending the packet at your WAN IP and your router rewrites it back into your LAN and the source ip is rewritten to the router LAN IP. The reply will go to the router LAN IP from the server and should be rewritten to the client ip with the source address rewritten back to the WAN IP to achieve two way communication
Thank you for your help as well Lena, that was a rough one lol
oh cool the windows dedicated server put 30,000 warnings in event log. glad i noticed that
No problem. UDP replies are a special case since conceptually there's no such thing as a reply in udp
I hate that I'm essentially sweeping a now known issue under the rug, but if it's only affecting satisfactory and not the hundred other games I've hosted so far...I'll just leave it alone and let future me deal with it if it becomes a problem again.
Have fun with your bazillion memory warnings
well that's going to need to be suppressed
You might need a floating firewall rule for udp packets that reflect back to your client machine internal ip. But like I said, outside of my expertise, though my curiosity is piqued so I'll take a poke at it tomorrow
I had to enable nat reflection or whatever in pfsense
my dedicated server just suddenly went offline and idk where to start in fixing it
Was it the scheduled automatic restart, did it crash, or did the network listener die?
the server is running its just in satisfactory it just shows that the server is offline
You can try stopping the server (quit) and starting it again
i restarted and everything i have no clue what happened
You restarted the server and it still doesn't show up? Is your server running on the same computer as you're playing the game on?
yea its on my pc rn
Are you seeing any errors in the server console?
it looks normal
Can you run this powershell command for me?
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"}
Using dedicated server from Epic, but it only opens the server with my private IPv4. When I try to host with my public IP it doesn't connect. When I use my public IPv6 it pulls the name but then says failed to connect server API. Thoughts? How fix?
You're connecting to ip localhost right? Is the port in the server manager set correctly?
Linux server perchance?
Server tool from Epic
Yes but running on what operating system
Windos
idk im using the one that shows up when i search up what is my ip
also yea the port is correct
Just enter "localhost" in the game client. Using your external ip isn't going to work from inside your network without lots of extra work
Are you connecting from inside the same LAN as your server is in? You'll need to use the internal ip to connect
oh.
My computer is the host so... yes?? How do I get others to connect to it?
Connecting to a server in your local network from inside your local network using your WAN IP (the external ip) requires advanced configuration of your router, something called NAT Reflection. You don't need it in most cases
If you forward the ports correctly people from outside the network can connect with your WAN IP
They are unable to. Test yesterday
okay nevermind things are not working fine my friend is unable to connect.
Did you add port forwarding rules to your router?
Did you add port forwarding rules to your router?
yea
Yeah, TDP & UDP sets
ok actually im gonna go have a look it likes to just stop port forwarding sometimes
except i dont have access to it right now so ill be back later.
And the destination is set to your internal ip in the port forwards?
Did you configure windows firewall rules for port 7777 TCP and udp?
Yes and yes, just confirmed
Not sure why you set the range since it binds to just one port, but it should work
Yes to windows firewall too?
It was advised on one of the wikis
This I am unsure
Advise you used either the gui or the command from the official wiki to set firewall rules
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Windows_3
I need help my server is up and running and I can get on it but no one else can
Please peruse the port forwarding and firewall settings section of the wiki first
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Port_Forwarding_and_Firewall_Settings
hey my freind cant figure out how to update the server
are there any tips (he cant find the commmand)
How did your friend install the server?
Done, unsure if it'll work
Downloads/server/SteamCMD
If it's with steamcmd, the update command is entirely identical to the install command (including the force_install_dir option if it was set)
Your friend can try to connect again
this is what he put (login anonymous +app_update 1690800)
Was force_install_dir used during the original installation?
no
To what folder is the server installed?
Downloads/server/SteamCMD\steamapps\common\SatisfactoryDedicatedServer
+login anonymous +app_update 1690800 validate +quit
The server needs to be not running for the update to work
we got this
Logging off current session...
steamcmd has been disconnected from steam with result 1 (OK)
OK
Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Alternatively if you want I can send it a ping if your friend's not around
If you don't mind they're busy till the evening
I'd expect to see the output of the validate command here. Can you send a proper screenshot or the full input and output?
You can send me the ip in a DM
no prob
Hello is there a server up and running to join? I'm looking to play so much to do, so little time.
The command I gave you is for non interactive mode. For interactive mode it's
login anonymous push enter, app_update 1690800 validate press enter
Does anyone know where I can find all of the possible values for Engine:[Core.Log]:LogNetTraffic and Engine:[Core.Log]:LogNet?
I assume Debug Error Warning Critical Info but want to be certain
OMFG THANKS (works great)
Enter the variable name as a console command
Consult the ue5 manual. It's standard logging
Doesn't seem to be working. Does that external ip match the one that is shown as your WAN IP in the router?
You're starting on the default port right?
I can give you the IPv6 WAN IP. And yeah, 7777
But those IP's are correct
For ipv6 you need to configure it in your router's firewall
Did you apply the router configuration changes after setting the port forward?
I've allowed traffic in through other undefined ports. And yes everything was saved
You're welcome. Good luck on massage 2(a-b)b, pioneer
Never open your entire firewall unless you want to get hacked
May be a custom logger? The method isn't printable from the console. UE5 docs are scant but I think it may be, Fatal, Error, Warning, Display, Log, Verbose, VeryVerbose
Let me double check one sec
Fixed that
Use console command log for the help including verbosity levels. Use command log list to list all registered loggers
Thank you!
@lena out here doing the lords work kudos 👍
Looks like I may need to have the game running to view that var, i was trying from the menu
I recall earlier someone talking about tick rates, but I can't seem to find it on the discord search :(. Off to find the wiki I suppose
It's in the configuration wiki page I think
Yeah, im checking it out now. Was curious if it was actually locked at 30, or variable.
My unraid server lives at my brothers house about 2,000 miles away, I think my issue is just the distance between us unfortunately. Doubt tick rate will change much, if anything for me
It's variable. You can set it higher if you have enough cpu headroom
Oh, I've got headroom 🤣
4x xeons 8890 v4's. But I think satisfactory is a mostly single core app anyway
It's basically server fps so it smoothens out, doesn't multiply timings or anything like that
My servers an older unit, but she checks out 🙂
It'll mostly peg a single core. You might see tick rate drops when creatures are pathfinding, moving or otherwise doing physics stuff
Or when your factory gets ridiculously large
I've set it to 60 for now on my server
Anyway. I'm off for the night. Good night everyone 😛
my turn
read the wiki!
Bwahaha, im right there with ya
The only issue im looking to fix is 'sometimes' not all the time, when coming near my factory and doing a crouch-slide-jump, the server seems to 'forget' my momentum and its like hitting a brick wall. Others it works fine and as expected.
I went as far as giving that specific docker like 8 or 10 cpu threads, which i dont even think made a difference.
Brother who is local, says the server is butter smooth, so im fairly certain its just the fact i've got terrible routing from the north east down to his location in the south west. Something like 2,000 physical miles between us.
All other game servers i've hosted havent had an issue, but who knows. Been doing this for 20+ years and im still surprised everyday by what does work, and what doesnt.
I have some config options you can play with regarding to server player position synchronization and rubber banding/position correction
Yeah, next time you have a chance to post them, or link to them i'd love to try them. But get some sleep! haha.
The PastaFactory(TM) can wait. I promise you 🤣 I've got a turbo fuel manifold to build, and no ones gonna stop me.
Note these are not the default settings anymore:
On the server, in Game.ini
[/Script/Engine.GameNetworkManager] ClientErrorUpdateRateLimit=0.005f
MAXPOSITIONERRORSQUARED=4.5f
MoveRepSize=84.0f
CLIENTADJUSTUPDATECOST=360.0f
MAXCLIENTUPDATEINTERVAL=1.20f
MaxMoveDeltaTime=0.700f
MaxClientSmoothingDeltaTime=2.20f
ClientNetSendMoveDeltaTime=0.0332
ClientNetSendMoveDeltaTimeStationary=0.0664
ClientNetSendMoveThrottleOverPlayerCount=99
ServerForcedUpdateHitchThreshold=2.800f
You should be able to find the satisfactory defaults on Google somewhere. The meaning of the variables is in publicly available ue5 documentation
I copied the whole setting block because phone so there's also bandwidth stuff in there. Disregard those
Sweet. Thank you! Im gonna give em a try now. I see a few that stand out and having done this with ark, and space engineers, and minecraft.... you tend to see similar if not downright the same variables over and over
Wait till you get to the next fuel, braindead do the upgrade and then realize you need more than three times as much fuel power generators to burn it
Oh im so ready. My soul was touched earlier by Josh from LGIO, and Kibs reacting to it. Bring on the chaos! 🤣
Or you know overclock them which I didn't think of until after I built them all
How can I increase the amount of people that can join
[/Script/Engine.GameSession]
MaxPlayers=8
I did that and it didn’t work
Do I need to restart the server
Most server changes require a reboot. Not sure, but it wouldent hurt to try
Ok
My docker loads in like... 10 or 12 seconds, I cant imagine it taking much longer on your setup
Tenatively, im going to say this made a markedly noticable improvement. But, lets give it 10-12 hours. Server reboots always feel smooth 🤓 Thanks for this!
I did and it’s not working only 4 can join says server is full
ok yea i confirmed it is
Are you docker, linux, windows, dedicated server?
For the docker, the variable seems to want to be changed in the FactoryStart.SH script. Thats where I had to change mine.
nevermind my friend just lied ig
Ok I got another question
how do I move my Aluminia Solution since I can't grab it? Do I have to build another refinery and make it transfer it to that one to make my aliminum scrap?
Windows
It keeps saying my server is full
At 4 ppl
And you've edited %localappdata%\FactoryGame\Saved\Config\Windows\Game.ini and added the max players line?
Yes
Hmmm. I just tried the same thing over on linux/docker, and im at 4 players still too. Strange.
For docker (unraid specific) you can edit the players in the container itself, and this seems to over-write any pre-defined value in Game.ini.
isn't that the client settings dir
Indeed. Good eye. She could be running epic/steamcmd from windows, which would be a different directory
When starting Factory Server with -Port=15002 the game dies? Any ideas why?
I created a dedicated server (barely) and it works for me & I can play on it. Having trouble getting it added for my buddy to join too. Anyone have a link to the steps of joining an existing server??
I don't have a link, but here are the steps for a client to join a server:
- Launch the game
- From the Main Menu, click Server Manager
- Click Add Server
- Enter the server address or hostname (and the port if different from the default of port 7777)
- If prompted for a password, provide the player or administrator password as apropos
- Once connected to the server, click Join in the lower right corner of the screen
Thank you!
This is the step we are having trouble with:
*Enter the server address or hostname (and the port if different from the default of port 7777)
Is host name just the sever name?
if you have set up DNS resolution for your server's address, you can use the name matching the A or CNAME record for your server (e. g. games.example.com). If you have not, use the IP address (e. g. 127.76.32.193). If the port is not 7777, append :7777 to the address or hostname.
You are a legend. Thanks a bunch
pleased to help!
@quick mist I am @vivid dove friend. I am using his IP address and port 7777. I am stuck looking at server offline screen. Any more tips? Thanks
Is it possible for a save to get corrupted solely for dedicated servers? I'm renting a 10 slot atm and the server began crashing instantly upon connecting when using the most recent auto saves, but seems to run without issue from a restored backup. I can also run the "problem" save files locally and even host via steam multiplayer to my friends without issue
its not a big deal if my buddies just gotta play from the restored backup, I'm just not well versed in this stuff and am trying to avoid the issue in the future/make sure this file is actually just corrupted.
Hello friend of Boar. Things for Boar to check on:
- Is the game server actually running?
- Is the firewall on the host running the server open for the specified TCP and UDP ports?
- If it's behind a router, does the router have correct forwarding rules for both the TCP and UDP ports?
- If the router does have rules, has the destination internal IP address been double-checked to not have changed?
- Are there any logs on the server when you attempt to connect?
It's theoretically possible but hard to say without further details like logs, or Science like attempting to load the "bad" save after successfully loading an order one, loading it locally, re-saving it to make sure it's consistent, and re-uploading it to the server. Or rolling the server to a stock 4 players just in case there's some oddball interaction between the player count and something in the save.
I actually did a bunch of the stuff you mentioned regarding loading the save locally, testing it in single player and steam multiplayer, resaving and re-uploading. I even went around and killed off the clones of all the offline players and tried to upload a save in that state but none of it worked
I'm new to this so i messed up by only downloading a backup of the LAST autosave the server had before I backed it up to 5-6 hours before (which works fine), so I can't test any of the saves leading up to when the server crashing started :/
I think the IP range starting with 127.* is reserverd. It is not the public IP address.
the IP range in the CIDR block 127.0.0.0/8 are all loopback IP addresses. I simply provided that address as an example of an address, not one to actually use. Similarly, the domain example.com is not one that can actually be registered as it is reserved for usage in examples and documentation (:
In that case. @vivid dove / @final tundra Make sure to use his public IP address.
Thanks guys!
is there a fix yet for not being able to rejoin your server unless you join your public IP address?
wait, rejoin or are you talking about not being able to connect to localhost ever?
I was going to say that isn't coffee stain's business, but if you can join as localhost, get disconnected at some point, and then can only join via ip that's... something else
I'd be very paranoid and try to go through logs to find whatever caused that save to break. it may be a one off thing but it isnt a bad idea to see if there's anything obvious in the log. sounds like it could be one of the blueprint crash bugs. if that's the case you want to make sure everyone connecting knows. you can purge all blueprints and go from there.
i haven't heard of many other things corrupting saves like that in 1.0. if that is the case and it happens again, iirc you can just delete the blueprint buildings in that save, delete the blue prints, and continue on.\
Gunna dig through the logs available
any idea how to get my crate back?
load a previous save
that's the oil's crate now
after I connect to my dedicated server through 'localhost" when I disconenct I can't connect again. If I connect through my public IP and then port forwarding, it works fine. This is a common issue (or at least enough that I found the answer online)
im on a server unfortunately
that's somehow weirder than the listener dying after someone disconnects and not allowing anyone to reconnect at all. wonder if the underlying problem is the same
I'm having problems with my dedicated server. I have the server on my other computer and everyone can join the server fine. When I Try to join using my other computers External IP it says servers offline on the computer I'm wanting to play on. like I said everyone else can join just fine. the problem is on my computer. any solutions??
Your router probably blocks internal devices trying to connect to its external IPv4 (loopback protection).
Not a bug
For IPv4 just keep using the internal IP
This 100% is a thing especially with auto saves. Sometimes they simply don’t work and need to be downloaded to the client first then back to the server.
We’ve seen it happen for quite a few people now.
i hope dedicated servers will receive some love pretty soon ❤️
Is 8gb RAM okay for 3 players?
the server ram use increase with building not with number of player
now more player means more building
biggest saves goes up 20BG ram use
if you mean host machine hardware : it's barely enough
if you mean actually available ram for the server to run : it will do ok until your game grow
So 8 gb is not enough if you want to get to endgame
will probably not be enough
the 20GB save I'm talking about is a 2400hour one though
I mean once you get to late game, singleplayer vs multiplayer doesn't matter as much
You're still going to have a rather large amount of buildings, since you have stuff like blueprints to make it easier
Multiplayer accelerates it in the mid-game imo
There are dedi servers advertised for 13.99 USD/month with 8gb only. Any extra RAM increases the price drastically. I think they know 8 GB is not enough for this game.
Yeah it's like with any game
Popular example being minecraft
Like yeah you can run a decent server with 8GB, but you add mods and get more than 4 people on and all of a sudden it's nowhere near enough
Better of with a root server from hetzner I guess.
Yeah! Running it yourself is a great way to save money
There are some popular tools that make it easy to host and manage game servers anyways
I wanted to create a portfolio site anyway but didn't know what else to run on it. Now I know 😂
Yeah I started using docker for game servers
Check out AMP by CubeCoders, good ol' Pterodactyl and a fork called Pelican
There's also docker as you mentioned
And Portainer for a nice web gui
Thanks. Will do.
been rnning a 3 man server with 6GB
def doable
You should be able to rent a pretty good VPS for 20 a month and run a ton of stuff on it if u wanted to
I am stuck like this now... can't do anything other than move around, cant even select hotbar items
is this a bug, any fix?
if restarting the game doesn't work, open the menu and hit "respawn"
lol only 6 GB what. How far progressed are you ?
how is server performance looking in the late game? is it comparable to single player performance or worse?
tier 7, only slight rubber banding
but I think thats connection issue
What is your host?
Self hosted
ah k
Dw I don't need help in that regard. I need a good reputable dedi provider. I don't have a root yet
I am undecisive about a root as I don't have anything else to run on it currently. A dedi provider makes more sense.
with basic ftp access
details are in the wiki
https://satisfactory.wiki.gg/wiki/Dedicated_servers/Configuration_files#Increasing_Player_Count
Is there mods that allow more players?
Look at the message directly above yours
Are you using Docker for the game server?
Ty for this i dont own the game yet but want it for a decent amount of players. So what is the max players before it becomes unstable do you know?
Anyone know a dedicated server host that isn't glitching with BP? I was on a server that had working blueprints a few days ago. However, I can't get them to work on my Indifferent Broccoli server.
Hey guys,
My dedicated Server is allways crashing when i try to load or create a save
does anyone have any Idea on how to fix that?
地址:341334.xyz 端口:18102 QQ群:946272482 14900K128G高配服务器
depends what you call unstable, even players of 1 report various bugs/issues.
officially the game supports 4, anything more than 4 is 'experimental'
there are none, its not a server host issue, its a game issue, so no matter where/who its hosted by, the issue can occur.
Everyone keeps saying that but I was literally on a dedicated server 2 days ago that had working blueprints. Whe I use blueprints, the game doesn't crash, my server resets. That's not a gem issue, that's a host issue where the host is didging responsiblity.
you should clues at the bottom of your log files.
once you have some clues, you can try loading the save into single player and see if it loads, resave and transfer back to server.
alternatively you can use SCIM online save editor
suggest you scroll up in this channel or use the search in this channel and your find plenty of folks reporting issues with blueprints.
its not a host issue, its a game issue.
its not on all blueprints, but there are conditions which can upset it more than others.
the server host responsibility is to ensure that the physical server is functional to be able to run the game and handle any networking configurations required.
its not their responsibility to dig into your save files and fix them.
at best they might offer to roll your saves back for you to a working save, but digging into your save files and editing them is typically out of scope for any hosting provider
your best bet is to obtain the server logs, look for errors (typically will be at the bottom of the log files) and then load the save into the online save editor so you can fix it yourself
I think you just showed a lot of ignorance as to how these systems work. The fact that my game doesn't crash but my server restarts is all I need to know where the issue is happening.
The typical case for a blueprint crash is if you try to delete either the broken part or the whole blueprint the server will crash and reboot.
You will know because you cannot build or delete anything and then you get disconnected.
So I don't speak Discord and I'm not an expert on how y'all communicate. I do however have education and experience in database and server administration. So if some with a tech background rather than a discussion baord background could explian it I'd be greatly appreciated. But all I see is a bunch of parrots repeating the complaints they hear being totally ignorant that they probably don't hear about all the times blueprints do work.
I am an IT manager this is a technical explanation.
sire ill just throw my 30+years of working in the IT sector as a software developer out the window for you.
dont be so quick to judge.
I was stating from experience, just went through this on my server.
ive given you some advice on how you can go about fixing this your self, and have advised on the expectations that one can expect from a hosting provider.
there are users where whom experience what you report, that are self hosting or using other hosting providers, its not related specifically to your host.
sad as that is... but it means it is a wider issue with the game.
My comment was aimed at you. If anything you proved my point that the blueprints are not a game issue it's a server issue.
So it's not a game issue, its an issue with my host/server.
They are a server issue, as code in the game server, so game issue.
The servers do not handle an issue were a belt does not connect properly to the machine and can cause a crash when removing them.
So, this is why I hate discord. Are there or are there not hosts that have some basic support for blueprints? Which is what my original question before everyone tried saying they don't work anywhere, but they do work in some instances.
The only fix is to use a save file editor and remove the broken piece.
its an intermittent issue, the issue causes errors in the save, which will cause the dedicated server to crash (no matter where/who its hosted by)
The GAME SERVER program is broken, NO hosts can provide a working version till the GAME developers have released a fix.
All I have to say is if people can manage private servers with custom content for WoW, it's kind of bs that y'all are putting this issue on the game developers rather than the hosts.
At this point not sure where the confusion is coming from.
check the logs for clues, then upload your save to - https://satisfactory-calculator.com/en/interactive-map
you can then remove the offending blueprint or part in the world thats causing the issues.
https://questions.satisfactorygame.com/search?search=blueprints&date=All Time
so all these blueprint issues should be solved by the hosting providers?
This is why
"there are none, its not a server host issue, its a game issue, so no matter where/who its hosted by, the issue can occur."
So thanks for eventually getting me to a working answer, but y'all didn't start there.
you know as a fellow server admin, you have the skills to spin up your own dedicated server and throw the save into it... does it still crash?
respectfully after i made that comment i also followed up with some advice on how you can proceed.
You shared a link that is largely recommendations and people not understanding the snap points.
Has there been any word on the mk6 belt 1200 through put issue? Or if they have acknowledged the issue.
point is, there are 60 pages of blueprint related issues, im not doing the searching for you.
your an IT guy, common, you know how things like this work. :/
if you feel its a host issue, then raise a ticket with them and see their response.
if you feel its a host issue, host your own server and see what happens.
if you want to fix it sooner than later, you have the option to fix your self by looking at the logs and using the save editor.
this is what many folks playing the game do themselves whom are not even in the IT sector and often have little to no knowledge about servers.
there has been a number of issues reported, but looking at the patch note channel its not been listed as a known issue
https://questions.satisfactorygame.com/search?search=belts mk6&date=All Time
you may register and upvote the most relevant thread in hope that devs will see it and resolve 🙂
Thankyou!
https://discord.com/channels/370472939054956546/1291391697565257848
Any helpful ideas why the server might be that laggy? ^^'
Thank goodness for editors like satisfactory calculator com, when the dedicated server crashes without logs upon deleting a BP
guys im changing the the tirkcrate on our server , as we all expierience fps drops
from 30 to 60 or 120 ?
we are hosting on third machine used only to run that 1 dedi server xD
I ran it on 60 ticks on an 8700K and it could handle it to endgame with 2-3 people. No mega factory, a lot of distributed stuff, trains, trucks, and drones.
Not sure if it really makes a huge difference. I think network quality has more real impact.
um we are in bulgaria and we are like all 300 mbps optic fiber
we expirience fps drops , and changing settings ingame does not help much
tick rate will depend on the server's CPU more than the internet, I hosted on 10 mpbs upload just fine
mhm well its ryzen 1600 6 cores
only for the server
but the server does not seems to get much load
If you have large factories you'll have immense fps stutter on the client when the tile it's on loads in from the server because CSS did something weird with the networking there
but we expirience lagz
once everything is loaded in the client-side stutter should pass
You could try experimenting with client and server Network Quality settings. Low to Ultra, see what works best.
best should be best right ?
does the stutter persist if you stay in one area?
for a time
but it goes away?
ye eventually
probably increase network quality on server and clients. it will stutter a little more severely but it should go away faster
but its weird because im moving in not heavy factory zones and still got it veryy annoying
okay i will test and 120 tick's lets see what that ryzen can handle
If you have enough RAM you could also try disabling server streaming. Although I'm not sure how big an impact that has in 1.0. It's supposed to keep the world loaded instead of streaming it in so it might reduce stutters.
Not sure what my peak was, somewhere around 16 GB at most
don't go too wild on that tick rate XD
120 is when we hosted cs servers , my network quality was on medium
i did change tick's and quality to ultra lets see
Make sure all your clients are set to ultra network as well
cpu usage around 40% ram 30% , 120 tick with ultra quality network ,
seems fine when explorind around no stuter's
yup after moving around it helped allot , thanks guys for help
trying to setup my dedicated server on a linux machine, server keeps crashing when i try to create a game via the ingame menu, then it crashes with error "Exception was "SIGSEGV: invalid attempt to read memory at address 0x0000000000000003" .
Anyone knows why and how to fix it? thanks:)
can you share details about the system its running on/in?
ie bare metal or a virtual machine, cpu spec, and assigned/available ram for the system?
its running on an oracle cloud ubuntu vm
a quick google found this post indicating this is a known issue, the post suggests a workaround.
https://questions.satisfactorygame.com/post/61830560831c852052359b1c
yep i was trying that just now but im running into some other issue ill try to check
may be related to ipv6 or multiple adaptors on the server, so using the -multihome=servers local IP may resolve the issue for you.
this is what ive been doing but for some reasons its failing
i blurred out the public ip but it cant bind the port
A lot of assertion failures in various parts of the server raise that error code. we will need the crash trace
which is weird cus this is the same public ip and same port i was using to login to the server and setup the admin password etc
You already have someting (another satisfactory server?) running on that port
failed to bind to port.... is something else running that is using that port ?
nope
yep*
i meaan i could login with that port before so?
changing the port with -Port is giving me the same issue
i dont recall the linux command for listing what applications are already listening on the port... Lena maybe you recall (i beleive you might have shared a command to check this once or twice before)
do you have -multihome= parameter set? The IP is likely incorrect