#dedicated-servers
1 messages Β· Page 117 of 1
dont use the public ip, use the local ip
Is the server directly connected to WAN without a firewall or router?
use the IP that the network adaptor on the server sees
how am i gonna login using the local ip if im not on the same network tho..
you can only bind to IPv4 addresses that show up in this command:
ip -4 a | grep inet | awk '{ print $2; }'
Network Address Translation or NAT will solve this for you. Your router takes on the task of translating packets to the WAN IP to the LAN address.
try with the 10. ip
yeah its working now
is this satisfactory related?
how come i can use public ip for other games?
n could use it before
im confused on how this works
So your server will listen on 10.0.0.31
People outside the network connect to <WAN IP>
You configure port forwarding on the edge router that tells it "port 7777 TCP goes to 10.0.0.31 port 7777" and same for UDP
no, that rule applies to ANY application that may use networks.
From what I'm aware of, it doesn't support ARM machines
exact same error:(
@stone crest A1 is arm, DS is x86 only. are you running any translation?
yeah im using box86
Yeah, the dedicated server won't work on ARM architecture
is that why?
Even using box86
what error are you seeing. did you set your -multihome=10.0.0.31 ?
ah damn
oh wait this is emulated?
ye
Hopefully they'll support it later
sad
does it print a backtrace?
My brother keeps getting this message and I have no idea how to fix.
no idea how to read that crash report especially on that big ass ugly default terminal, where am i supposed to look?
any help is appreciated.
if your VPS is a ARM based VPS, then its well known that it does not work on ARM based CPU's so continuing to troubleshoot this would be a 'waste' of time.
it should be placed right underneath the Critical Error line
wouldn't that depend entirely on the emulator used?
While he's doing specific things in-game?
in theory, yes... i beleive many have tried using different emulators but all have struggled, least so what i have read in here, i have not personally attempted going down this path.
Everytime he tries to join the server
ah
you won't have any luck with it
Is your server in your LAN? Is your brother connecting from the same LAN or from the internet?
ill send u the pastebin in dms since this wont let me send links
internet
looks like a memory layouting or allocation issue at Eloping so that emulator's definitely out
Did you configure the firewall and port forwarding as described on the wiki?
i.e. these two ports:
- Port 7777 TCP
- Port 7777 UDP
yea
No, I paid for a server and it gave me the ip and port to use.
If you are using a paid service for your Satisfactory Dedicated Server, please contact the support team that you are paying for for assistance
ok
looks like there are some emulators that worked on U8 that crash on creation of conveyor actors in 1.0
shame π
figured it out :b
Not even on the Mac M2? I heard the game runs there, so I would be surprised if the server doesnt.
Haven't tried it on the Mac π€·ββοΈ
But from what I've seen and tested, I don't have high hopes
Yeah, iirc it was also advised to join another game, so the mac can focus on gpu and doesnt need as much cpu.
any way to disable the damage out of map bounds?
If I understood correctly the server requires certain CPU instruction sets, I seen AVX or AVX2 as being required which is not implemented within most arm based CPUs.
(Not something I've look at or read about recently, just something I've seen before and recalling from memory -so don't quote me on it).
It's something along them lines tho. (From my limited understanding)
Most of the arm based software development I've done has been on much lower spec arm based CPUs which certainly do not have these instructions. I've yet to write an OS for modern based arm chips
I don't think Rosetta implements avx/avx2 emulation
so if satisfactory requires those instruction sets you just can't run it ig
I just did the most cursed thing to get satisfactory-calculator to always load my latest save
am I doing nginx file serving right?
location /server/latest.sav {
add_header Access-Control-Allow-Headers "Access-Control-Allow-Origin";
add_header Access-Control-Allow-Origin "https://satisfactory-calculator.com";
lua_http10_buffering off;
content_by_lua_block {
local cmd = "/home/sparxy/PrintLatestSatisfactorySave.sh"
local f = assert(io.popen(cmd, 'r'))
local s = assert(f:read('*a'))
f:close()
ngx.print(s)
ngx.flush(true)
}
}
Hey all, I'm trying to up the tick rate on my dedicated server. I followed the wiki guide but when I rebooted the server it reverted my changes to engine.ini
any suggestions?
Stop server before editing the file
start server after saving changes
the server flushes config on exit
how is server performance for mega factories now looking, compared to single player?
Anyone happen to have any issues with copying blueprints to a dedicated server?
I have been trying, but once I copy them over, the server won't start
Can you provide the logs for the failed startup?
I can once I am home. At work at the moment π
Actually, let me VPN in to home and give it a shot. Few secs.
are you sure you should be doing this at work π
Just working on a robotics sim that isn't super pressing. Otherwise kinda slow. π
@clear lagoon, I get (code=exited, status=139) when looking a systemctl status
What does the FactoryGame.log say?
sec, checking
It's your firewall. I setup a satisfactory server on a spare device, port forwarded port 7777/TCP and 7777/UDP with NAT reflection enabled on the forward, then added a floating Pass rule for port 7777 TCP/UDP on the LAN interface to the server IP, works fine both in-game and on the test script
gotta be a nonstandard firewall rule eating your packets
uploaded your files with a different user than the server is running as?
Yeah, though I had did a chmod +777 on the blueprints folder thinking that would suffice.
let me change the owner and see if that works.
Hey, any plans regarding updating the query server info structure? It doesnt even provide the server info.
I create a new simple BP, then uploaded the old blueprints with SCP then just chown * in the blueprints dir, that should be all you need to do
This is the log: https://pastebin.com/WWnu3YW4
Or at least the tail end where it started to crash.
Thats for the QA site, devs dont really read here often
I found a qa post (questions.satisfactorygame.com/post/66ebebad772a987f4a8b9ef8) (no https part cause links are forbidden here), but there is no response at all.
(also thanks for the notice)
You can link to a few sites here, questions is one of them - but the devs usually dont respond to the QA posts either, they evaluate them based on upvotes/popularity and may implement a form of the request if enough folks want it
Damn, well I am a dummy. That's exactly what it was. Thanks
Do you know if SCP works through Putty?
I just use WinSCP, dont think putty itself has SCP client
Ahh, gotcha. Cheers.
pscp
Oh there is pscp, yep ^^
Sweet, I will check that out as well. Thank you.
But its CLI meh.. WinSCP is lightweight and works perfectly with a nice FTP-style view
And just uses the ssh login right? Don't have to setup another service or anything?
Correct, just change the drop down to SCP, put in ip and whatever ssh creds you normally use and good to go - obvioulsy will have that users permission but if you are allowing root, it works with that too
Don't permit root login on ssh
I guess no update this week
Were both your test devices on the same LAN/VLAN? I was mistaken yesterday, my client and server are on the same VLAN.
Same LAN. I don't have VLANs in my home network
I'll test out that floating pass rule, thank you!
not 100% sure that is your issue, since with my setup at least TCP fails as well without the floating rule
Wait, I'm not supposed to use root for everything and have it so I can just login from anywhere? π
also as expected for NAT reflection, the game server thinks the client's WAN IP is the LAN address of your NAT device:
LogNet: NotifyAcceptingConnection accepted from: 10.0.0.1
In my server console, it was correctly displaying the local IP of my client device, not the interface IP of opnsense that the traffic came from
so all packets are routed by the router as expected
when you connected to the WAN IP? that makes no sense since the whole point of NAT reflection is that your router LAN interface is pretending to be your WAN IP for NAT purposes. i.e. if you connect to your WAN IP from the LAN your router eats the packet and rewrites it to the target LAN address with the router's LAN address as source IP
Thats what I observed when I tested reflection with pfSense
which one of ours observations are you referring to with "thats" in this context XD
yep, makes sense when you read on what NAT reflection is supposed to do. it's also why everyone is apparently so loud about the performance implications since you're bouncing a bunch of packets that are going LAN->LAN through NAT on your router
(note: not really relevant for low-bandwidth applications like satisfactory)
Certainly is extra steps to get to the same place, no idea why people use NAT reflection to be honest - truly just lazy design. I typically just use split DNS for scenarios like this and direct internal clients directly to the endpoint rather than trying to catch it all via the firewall
hah same
I'm sure it adds some latency, especially with UDP and possible out-of-order packets on occasion if the gateway is busy with other stuff
Back in the pre-O365/on-prem Exchange days NAT reflection was all over the damn place.. put a stop to that to alleviate the crappy firewalls we had at the time that could barely do 50-100Mbps of DPI throughput
local DNS server serves internal IPs for subdomains that are hosted by systems in my LAN instead of the real records
At home I just use the netbios name.. only running a linux box until they fix the offline when leaving issue - so just direct LAN Ip for now
ehhhhh for portable devices I carry in and out with me that doesn't really work π
I use RDP apps on my phone, just use the netbios for that too.. works fine
Dont really have much other portable aside from laptop that works the same as desktop, I guess SteamDeck but dont want to play Satis on that until they add actual controller support
π I wish I could run a copy of satisfactory-calculator, all the downtime on it is getting annoying xD
I would be scared of loading onto my server using a steam deck lol. it would probably die a miserable death
Sadge, says no copy of the code should be run
https://github.com/AnthorNet/SC-InteractiveMap
I saw
This just.. amazing LOL
I swear it goes down way more often in the EU prime - I barely ever see it in US prime
Funny thing is this violates Github TOS for public repositories
NAL not legal advice, but AFAICT legally the license for that repository is actually that statement plus Section 5 of the Github TOS which is a License Grant to Other Github Users
though that only allows them to put copies of it up on github xD
π since when snutt look like that
Hi everyone, does someone know if there a way to disable the automatic 24h restart of the server? I'm using steamCMD but don't see a config file.. reason I want to disable this is because after restarting server pauses... even though the pause setting is set to disabled
You can't, you probably don't want to, and it shouldn't pause when it does
are you sure it pauses after?
@hidden forge So my router does not have a loopback setting or a NAT setting to change to allow the Ip address. what do i do then?
connect to your server using the internal IP
I am using the internal IP and it still not working
Are the server and the game client on the same computer, or on different computers in the same network?
is the server running on Linux or on Windows? Is there a firewall installed on the server? If your server gets its IP via DHCP, did the internal IP change?
Its on windows I have the fire wall setup for the ports and I check the internal IP address and It still tells me its the same. and my friends are able to join the server.
what error are you seeing in the game client? is the server manager configured to connect to the internal IP and port?
is https:// <your internal server ip here> : <your satisfactory port here>/ reachable in your webbrowser?
I dont get anything when i search in the webbrowser
and there are no errors in the server client
so it's not saying offline or anything?
in the game it is saying the server is offline on the computer i want to play on and needs to to be authenticated but in the server it is accepting my IP address.
and no window to authenticate comes up
could you send a screenshot to clarify please?
can you ping the internal ip?
yep pinging gets the connection
firewall allows internal connections?
Are you sure you didn't make a typo? can you Remove Server and add it again?
press the show button to make sure you enter the IP correctly
ive been copying and pasting the IP address
don't add spaces to the end of the IP address
just to check, ipv4 or ipv6?
ipv4
still not working where would i go in the fire wall to allow the connection?
because there is not option on the router
the router isn't between you and the server so it should be irrelevant, you're in the same local network right?
yep both connected via LAN
and your server console shows your connection attempts?
can you share what you see in the server console?
no problem
can you, on your client, go to Start -> Settings -> Network & Internet, select your connection, (Wi-Fi or Ethernet) and tell me what the Network profile is set to?
public for network profile
can you set it to Private, restart the satisfactory game client and then try to connect again?
this is what is in the client
you don't need to censor internal/private IPs...
still the same when i switch to private
you said it worked two days ago, did you change anything on the computer since then?
I dont think so
is the network profile on the server also set to Private?
how do I check that?
same way as you just did on your computer, except on the server?
apart from that I'm out of ideas. I have no clue how WAN clients can connect and a LAN client can't
yep it is still not showing the server is online even though its accepting my address
maybe firewall? windows does allow blocking internal addresses
where would i look in firewall for that?
"windows defender firewall with extended security" > incoming > the rule for satisfactory > scope
so just add my ip into the scope
is it on allow all?
yes
fyi you can query the servername using the Lightweight Query API. There's an example of how to parse the entire lightweight query packet with python here https://gist.github.com/SparxySys/4e96f18c567a0e33cf37e95980dbfc74 though one can easily port that to any other language
Turns out the checkbox for auto-pause was enabled again.... not sure how that happened.. my bad, thank you
alsxo in the firewall the specific profiles are all checked for domain,private, and public.
can you disable the firewall entirely to check?
Restart your computer.
still not working after restart.
Any recommendations for a server host?
your own pc?
Has the server changed private IP address? Maybe a restart of the server is also due.
I'm using Contabo in Germany.
Strato also in Germany
im using my own pc for the server
So you're running server AND client on the same machine?
yes
no im using 2 computers one to play on one for the server
because i have one lying around
not worth the electricity for the other pc, unless you're not paying π
I screenshotted the wrong thing btw, thought it was terminal, it's this process:
3-4% CPU and 4GB mem
Well the server runns 24/7 and barely use any electricity.
My desktop is not on in the night a suck electricity like there is no tomorrow.
So it's definetly worth having 2 computers.
And this has nothing to to do with dedicated servers.
how come your desktop sucks electricity like there is no tomorrow? did you put in a i9 14900K xd
Because it got a RTX 4070 GPU.. My server is headless...
should i delete the whole server files and install the dedicated server again?
RTX 4070 barely uses any power... I'm running a 4090. My idle TDP is around 230 watt. Combined it with a 7800x3d
Might as well do that.
also server does not run on GPU but on CPU, so doesnt matter
Please enlighten me what this has todo with dedicated servers????
you were saying you did not run your server on your main PC because your main PC 'suck electricity like there is no tomorrow'
you mentioned you had a 4070 in it. So not sure how thats relevant... but since you mentioned GPU (even though its not related to running the server) I thought it was good to mention that it doesnt use that much watt on idle
When I play the game on my desktop computer, my GPU uses electricity.
Dedicated server runs in Docker on a ubuntu dedicated server somewhere else in the house.
"When I play the game on my desktop computer, my GPU uses electricity." -> I agree with you. I just don't see how this answer is relevant when giving arguments that you don't run your dedicated server on your main pc.
"Dedicated server runs in Docker on a ubuntu dedicated server somewhere else in the house." -> That's nice, and it's your privilige to do so, however, I was saying you could also leave on your main PC and host the server 24/7 on there. Unless you use the ubuntu for other things, sure... :p Then again, it's your stuff, your electricity, you do you man, I was just checking
I got like 5 computers...
All main in their own way...
I reinstalled the server and it is still not letting me connect to it
oh, so this uses something else besides the provided QueryServerState function from the docs?
How did you install it?
through steamcmd
The Lightweight Query API is also in the documentation. If you parse it out it contains this data:
(json output in this case generated by https://gist.github.com/SparxySys/fdd03041655d9c97db30d79c320c2100 )
What is the IP to the server and what is your IP Both internal IP's and broadcastadress would be helpful. Do send on PM if you don't want to tell "everyone"
how do i check the broadcastaddress
he's asking for the subnet mask
gottcha
oh shoot i am blind
thanks
I'm pretty sure that the Lightweight Query API is actually intended to be the first caller/polling API since it's available in more server states than the HTTPS API (you can derive when the HTTPS API should or should not be available). Additionally, it contains data that you can use to see when you need to re-fire specific HTTPS queries to get newer data from the other endpoints
You're welcome! It would still be nice if the servername were added to the HTTPS API as well though
@clear lagoon Been 12+ hours now, shes still running solid. I can crouch-jump-slide again! πͺ Thank you!!!
just from blindly copy-pasting my GameNetworkManager settings? XD
well, glad that helped at least π
if you really want to you can make positioning client-authorative, although that may still be broken (it was severely broken in U8 at least)
When setting up a dedicated server, I get the error:
"LogServer: Display: Server dtartup time elapsed and saving/level loading is done, auto-pause is allowed to proceed from now on (if enabled in server srttingd). WorldTimeSeconds = 30.08
for some reason, it thinks the ip is 0.0.0.0
any fixes?
Before it says:
Engine is initialized. Leaving FEngineLoop::Init()
IP 0.0.0.0 means any ip is allowed...
thank you to @clear lagoon @noble sluice and anyone else who helped me with My server issues. The GOATS!!
Oh thanks!
huh, the server manager loses its passwords when you connect your epic account o_O
nice XD
quick question that is repeated to the core (I Guess)
What is the normal requirements for a dedicated server in the cloud?
thanks
Launched a new dedicated server, myself and a buddy have joined so far, but the player password I set doesn't seem to be working even after a restart. Would like to protect the server behind a pw. Any ideas?
do you mean new players can join without a password even after setting a password in the server manager?
havent tried anyone other than us yet, but we're not being prompted
did your players perchance join prior to you setting the password?
that is entirely possible
the password is exchanged for an authentication token. it's possible authentication tokens remain valid when the password changes?
you can try removing the server in the server manager and then re-adding it to test @surreal kestrel
So Im paying for a server but whenever my friends or I make blueprints they dont show up but they are in the folders, any fix to make them work?
because of the udp bug, server not reachable after the primary player leaves:
i have got the same bug now after running it on windows server 2022. after a server restore from a day before it worked again.
what I did: i have set new passwords for the user and admin, nothing else.
workaround:
- save your savegame from the server to your local machine
- reinstall the server completely without removing it from the server manager
- only use the user password if required and wait for the bugfix.
- upload the savegame to the server and load it
thank you sm
Yβall Iβm updating the server via SteamCMD and the game says my server is still not up to date
most probably using a wrong path and now u got 2 installs of the server
what you can also do, delete the old installation and rerun the command
it does
but like
is that where you did it last time
steam cmd always defaults to steamapps/common
which is in the same dir as the executable
but to remove ambiguity its usually best to just force_install_dir with a direct path
I did it in ~/FactoryGame/Server/ I think
I dont see why youd wanna have the double folder but otherwise that should be fine
Double folder?
the /Server/ part
Oh
like putting the server inside a server folder inside the factory game folder
Idk
thats usually the best reason
Itβs what the tutorial said :P
well you can install it on mars for all that matters
just as long as you update it on mars as well
Does the server make the /Server directory or did I make it
you made it
it just dumps all the server binary content into whatever folder you specify in force_install_dir
usually I would recommend making an update.sh with the entire steamcmd update command in it just so the process is quicker in the future
Ye but I canβt get a run script going
why not
It just fails to load it
wdym
can you show your update script
can you even force install dir from there like that
doesnt force install dir has to be used before the login?
I think steam asks you to
I think you should just take this
steamcmd +force_install_dir ~/FactoryGame/Server +login anonymous +app_update 1690800 validate +quit
and put it in an update.sh script or something, makr it executable, and just use that from now on
did you ever figure this out? running into the same thing
It's no longer server enforced I believe. Every user can set it through their own options
ahhh awesome, thanks!
it seems like homing rifle ammo shoots directly into the ground if you are standing on it on dedicated servers. doesnt seem to happen when i load up my save in singleplayer
Correct, it's bugged on servers. You need to jump or jetpack to use it. It fires from the pawn origin coordinates (the character's feet)
Aw dang, is there a list of known issues like this for dedicated servers?
At the very least i got around the issue of the server going down every time I quit by using the docker container
Not listed anywhere comprehensively, but bugs should be reported on the satisfactory QA site. You can also upvote issues there. Like this bug report for homing ammo https://questions.satisfactorygame.com/post/66e59c69772a987f4a8b08bf
ah nice, have upvoted it. usually do most of my shooting while airborne anyway so didnt even register immediately
It's one of the first things I checked since it's never worked properly on servers :p
How do i change the tick rate of the server? Or does it matter?
Check wiki. Also it only matters in regards to making gameplay a bit smoother at the cost of much higher cpu usage
It's not going to magically fix issues
I tried looking on the wiki but im not seeing the file its referencing being engine.ini. My server has a large amount of allotted cpu for it so i figured id just use some of it considering im maxing 5% of CPU at any given time.
Game doesnt use that many cores
Look again. It's in the config file section
Am i blind
You really just want 3-4 fast cores.
You copy the lines and paste it in
OH
It's not gonna show up by default
mb i didn't read the whole page
anybody able to help me figure out with my dedicated server regarding the plants trees and such. I was able to get rid of them up until earlier today and no longer can destroy trees or plants and such either with chainsaw or explosives. I had no problem up until this point and we are around Tier 8 and such.
Are hyper tubes still really laggy in servers? I remember a few months back it was a problem
is there any way to setup my spare pc as a dedicated server wihtout having to do port forwardiong? i am living in someone elses home cuirrently
only if you would be only one playing via LAN connection. For connecting from outside port forwarding is necessary, so router would know what device to forward connection to
I am very new to networking. are there risks to port forwarding like hack attempts etc?
yes and no. basically how port forwarding works lets say your public IP is 10.10.10.10 so if you are trying to connect to that IP from internet you will reach only router. Satisfactory dedicated server by default listens to port 7777 so if you make port forwarding for port 7777 to direct to your PC local IP when connecting to 10.10.10.10:7777 router will redirect to your PC and only app that gonna be listening and responding to that port will be satisfactory dedicated server. security question is how secure server itself is. Dont thing there are known security risks. at least I did not hear bout any
There are always risks, but the exposure of port forwarding to a game server is generally minimal unless the server is being run as the superuser
way better answer then mine π my internal network engineer did not go to sleep yet after work
by super user you mean admin?
short answer: yes
but you dont need to run server as superuser for it to work
got it
in point of fact doing so is highly discommended
basically to do that you really need to know what you are doing and it should be used only temporarily when troubleshooting only. I did not have to do that as of yet and bout that it will be needed ever
Yes, but it's less annoying. There is still much room for improvement though
Damn thatβs a really old bug. How have they not fixed that
they seem fine on my server?
I mean they're not butter smooth, there's a little hinkiness but it's not awful
Maybe they did fix it then. It used to be very very bad
Stuttering a ton
For the whole last update they didnβt fix it even though it was reported over and over
I've only seen real stutter issues if you're making Game It Out type super-convoluted bendy pasta type tubes
Sweet thatβs good then. I quit playing before because of the server bugs and them saying they wouldnβt fix it. Seems like most is fixed now
any1 get nginx reverse proxy to work with a dedicated server?
#dedicated-servers message
Use Stream block, not http
im using nginx proxy manager and added a rule in stream but still doesnt work
i can connect with local ip but not with a custom subdomain. turned off everything and only using a wildcard ssl but still cant connect
the subdomain shows {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""} in a browser but cannot connect in game
if any1 has settings in their Custom Nginx Configuration that work please share
Does the DNS Entry point towards the nginx rev-proxy?
Also i have never used proxy-manager. So dont know how accurate the config is for it
how can i make dedicated server still production while no player online?
There is settings for it
its in your server settings "Auto Pause"
ok thanks!
Are you sure, you put the certificate in the correct place for the game? Because since I gave Satisfactory a correct certificate, I am not able to reach the server in the browser anymore. So it seems, like your game is not using the certificate.
but you can access it while using nginx reverse proxy?
That doesnt mean Satisfactory knows about the cert. It expect different file names than letsencrypt for example.
can you access it while using nginx reverse proxy or not?
nginx should not handle the certificate. The DS does it itself
Also the error message in the Browser implies the (TCP) connection works
What does the game client say?
suddenly my server producessatisfactory-server | [2024.09.19-21.16.58:167][224]LogCircuit: Warning: Tick, circuit '157' has 14 reachable components but only 10 listed. Re-adding reached components. on startup. it still starts and accepts a connection but when I join it basically spams this message all over all the time and the joining takes forever and doesnt succeed in the end. I am running over pterodactyl satisfactory server egg. but when I load the savegame on singleplayer the performance is really really bad too. what are my options here?
but my performance is tanking hugely. I cant ignore it due to that?!
on singleplayer I have like 3 fps and on the dedicated server I cant even join
says server is offline when trying to access with the sub domain
alright but then what could possibly tank my performance? it is all the server log gives me basically
cant be. it tanks performance in singleplayer and on the server. I can send you the savegame too if that helps.
it came really suddenly. my world isnt overly big neither. my system is ryzen 9 5900x with 64 GB ram und AMD 7900 XTX
Sure, I can try to to see if i can run it.
awesome. I shall send you via DM?
Your specs should be good enough. Yeah thats ok
I have a savegame from a day before and that savegame works beautifully. I only built some water generators on the western oil field and changed a blueprint in the mk3 printer directly at the western oil field.
I can reproduce your issue. The Client never connects. I would suggest:
-
Upload your savegame for the devs to figure the bug out here: https://questions.satisfactorygame.com
Also let them know about your singleplayer test with the extremly poor performance, since it could be related. -
Try experimenting with the savegame editor to see if you can remove stuff that could cause the issue.
There seem to be some blueprint errors left in the game, so I would start with removing stuff from your mk3 blueprint designer and itself.
Thanks a lot my man π I will put the question up there and delete all active mk3 printers with whats in them.
Good luck! I hope it works.
Your power grid has (invisibly in-game) connected to power poles or machines in a blueprint designer due to use of a corrupted blueprint. If you cleared all blueprint designers you would have likely found one that left buildables behind. If it does, it means it saved a corrupted blueprint and you probably want to delete all instances of it on the map. Especially if it left anything "connectable" behind i.e. power poles, conveyers, machines, splitters, rails, pipes, .....
Most cause crashes, one causes teleporting trains or trains failing to route and power lines cause that issue. the save in single player will usually have the power grid go on&off repeatedly for no apparent reason. In servers the server freaks out because it can't figure out the power grid
Awesome, thanks for your help Miss Lena, this gives me something I can work with at least. So I will load my save, clear all blueprinters, check if any leaves a buildable behind and then delete all instances where I have printed that blueprint, yes?
Yep. With this specific case it's usually also very easy in SCIM to find the culprit
thats what I have read in here with another guy having a similar issue. he said he could fix it with SCIM, but I dont even know how to go about it / find the issue on the map.
see #dedicated-servers message and #dedicated-servers message and the blueprint designer #dedicated-servers message
I mean I can use the GUI and I know how to find buildings and power poles and stuff, but there is so much stuff, how woudl I go about finding something like this
awesome, thanks a lot!
if you show only power lines and disable all other buildables you usually find that SCIM renders wires that may look awfully long. if you want you can also DM me your save and I'll take a look
that would be so much appreciated. savegame is coming π
Very straight lines here. The bottom one is just a glitchy power pole that got placed in the exact center of the map, that happens and normally doesn't break anything but delete it anyway.
Here's the impacted blueprint designer, seems to be several power storages
connected to up here
@verbal sundial βοΈ
oooh
I love you so much
if there is anything I can do for you
I will try to fix this and if it works, you gained a lot of credit in the geyer-bank π
dw about it, you're welcome π
even if not, putting in the work for me, you are in posession of geyer-credit either way π
as per usual in debug view we can see that there are buildables that are in the designer that are actually not linked to it, i.e. normal vs bugged case, which causes a cable connection to a "world space buildable" to be stored
there it is π as soon as I deleted the printed version of my power storage, the bottom half, it works beautifully again π
Lena, you are a gem π If there is anything I can do for you, hit me up π
unfortunately you'll have to delete the blueprint since it's unusable π
yes that is acceptable still π
better than losing 50 water generators and their piping work π π
For in the future: recommend always clearing the blueprint designer after saving it. if anything's left behind in the blueprint designer that's connectible, you're probably fucked. I think this usually tends to happens to objects placed during game save
mmm yes, that is definitely noted. I will also tell the other players about this and insist on them doing it like that from now on. I also hope the devs could fix this issue in the future.
There is one more hotfix coming probably next week, which may or may not solve this issue π
π looking forward to reading the patchnotes this time around
what text channel is this about?
Well RIP my save, dedicated server crashes with the usual exception_access_violation but it works okay in single player π¦ lol.
Seems the error all over the place.
was hoping for a hotfix patch for the IsConnected crash too (blueprint related) but you never know, maybe they release today.
usually recoverable using SCIM
not this time around π¦
shame the error doesnt provide coords for the thing that's causing the problem.
but, its erroring when attempting to serialise something for transmission to a player.
you can try to continue from an older save if there's no useful info deducible from the backtrace
literally prints exactly which object is causing it (on the isConnected crashes at least)
you can then find the object by ID
hm i wasnt aware of the find object by ID thing
but the exception access violation isnt printing a object, which is a shame.
where can i find the object id search in scim?
can you post the backtrace?
i believe i am being dumb π
yeah sec.
Originally the error was due to a drone that had no home, i found that drone and deleted it, now it just errors with this.
When u say u can find the object by ID, is there a search button someplace within SCIM, or do u mean manually find it?
you can probably just search through the parsed savedata generated by SCIM
I just crashed my browser by trying to expand the savegame objects in the devtools console xD
woops hehe
ah, so no search itself. shame
gimme a sec I'll whip something up
let search = "MinerMk3"; Object.keys(window.SCIM.baseLayout.saveGameParser.objects).filter(item => item.includes(search)).map(item => window.SCIM.baseLayout.saveGameParser.objects[item]).filter(obj => obj.transform).map(obj => ({ id: obj.pathName, location: obj.transform.translation }))
obviously works with the ID numbers as well
thank you
why scim doesnt have a search feature by default in the UI i dont know lol.
object IDs are "debug information" in SCIM
players shouldn't normally need them π
No, but put it someplace to the side, maybe under a debug view or something.
but thanks, this has worked well
naughty belt.
thanks. recommend this to detect corrupt blueprints early #dedicated-servers message
ah interesting okay thanks
Interestingly my drone error has the drone coords in the filter you provided, but there is no drone there on the map, and it's way out in the fog of war. odd.
drones can cross the fog of war if you happen to not have explored the straight path between two drone ports I guess
whole map is revealed, but i realise my mistake
i had the height limited, oops!
always fun to see Jace and Simons face spinnin in the cogs as u save the file lol.
c:
GetCellInfoForActor: Actor BP_DroneTransport_C /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.BP_DroneTransport_C_2147251282 is outside world bounds with a location of X=0.000 Y=-76946616502256344067951280781638830404314845263639239316722982637022535381735170178956339950501231568607066614535465664117956259306719659681075385809290588802430728727294642937616544781086643110509184676790272.000
Holy shit that Y coordinate lol.
your drone is drilling into the planetary core
all of the ores down there!
ngl, was hoping that the crazy drone was the cause of the EXCEPTION_ACCESS_VIOLATION fault, but it wasnt π¦
did you post that backtrace at some point?
this seems to be a lightweight buildable
The original one seemed to point towards it trying to serialise a color, so i reset all colors of everything in the game world back to the ficsit default.
what is considered a lightweight buildable?
everything that has no tickable actions in the game loop, i.e. foundations, walls, ...
aah i see
fun... lol
i might just start to do the silly thing of, filter out all tickable actors, and select half the map, delete everything.
see if the error goes away, repeat making the area smaller and smaller.
i dont see another way of doing it.
if you keep getting corrupted saves you might have an issue with your server hardware, i.e. storage, cpu, RAM
at least I've never encountered these specific backtraces before
I am using LINSTOR, possible it's wonky with this.
but then i would assume many other of my VM's on Proxmox would be having issues.
anyone else had issues with assertion failed: world, on a fresh Steamcmd install?
please post the full error and backtrace
if it is a clean install and you removed all your configs and saves, you can try to verify the gamefiles
by fresh i mean only decided to start one today and followed the guide to setting one up haha,
Well we have progress, i deleted all 80k foundations in my world, and now the server doesnt crash... so time to start the boring process of narrowing it down.
Thanks so much for ur help thus far Lena.
random q: i assume there isnt some sort of console command to make flight mode faster (the flight cheat). Holding shift just isnt that fast.
Ah there is FG.FlySpeedModifier but doesnt work as build isnt cheat-enabled.
520 β [2024.10.04-11.25.38:684][ 0]LogPackageName: SearchForPackageOnDisk took 0.018s, but failed to resolve C:\Users\admin\Desktop\satisfactory.
521 β [2024.10.04-11.25.38:685][ 0]LogUObjectGlobals: Warning: LoadPackage can't find package C:\Users\admin\Desktop\satisfactory.
can you please verify the game files using the validate command? i.e.
steamcmd.exe +force_install_dir your_directory_here +login anonymous +app_update 1690800 validate +quit
with what method are you starting the server? bat file?
yea
can you post the contents of that? I think it may be incorrect
start FactoryServer.exe C:\Users\admin\Desktop\satisfactory -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended
not sure where you found that... should just be
start FactoryServer.exe -Port=7777 -log -unattended
the rest of the parameters are outdated
it appears that may of been the issue haha
have they fixed the starting tier yet?
Is there any way to override the deadicated server restarts as it conflicts with our server panel and of the 2 it is one that seems to cause large progress loss?
you can change the time at which the server restarts. why would it cause progress loss?
Cause it doesn't save prior to restart alongside sometimes trying to restart the server as it boots up as it can't seem to decide when to restart.
It does. The saves are called <lastloadedsave>_continue and should be loaded on startup
i.e.
[2024.10.04-00.00.00:001][288]LogGame: Display: Session Restart Timer elapsed, rebooting the session to maintain clock stability/game performance.
[2024.10.04-00.00.00:864][288]LogSave: Warning: New/Old Root size mismatch!
[2024.10.04-00.00.00:930][288]LogGame: World Serialization (save): 0.921 seconds (game thread)
and the auto generated save file name
-rw-r--r-- 1 sparxy sparxy 8.4M Oct 4 00:00 prestopsave20241003142324_continue.sav
where the original save file name was prestopsave20241003142324 (which is from my control system)
if it's not correctly saving/resuming you'll have to check the logs to see why
are you sure it's not crashing on save instead of reloading the map?
after map reload (note: the server process does not exit/restart):
[2024.10.04-00.00.02:159][353]LogGameMode: ProcessServerTravel: /Game/FactoryGame/Map/GameLevel01/Persistent_Level?ClientIdentity=21000000333961373839363534633439346433353934373963313939626635323034653900010000000608000000b709c90501001001?SessionDefinition=SessionDef_SinglePlayer?loadgame=prestopsave20241003142324_continue?sessionName=OnePointOof
[2024.10.04-00.00.06:148][534]LogEngine: Server switch level: /Game/FactoryGame/Map/GameLevel01/Persistent_Level?ClientIdentity=21000000333961373839363534633439346433353934373963313939626635323034653900010000000608000000b709c90501001001?SessionDefinition=SessionDef_SinglePlayer?loadgame=prestopsave20241003142324_continue?sessionName=OnePointOof
[2024.10.04-00.00.06:148][534]LogNet: Browse: /Game/FactoryGame/Map/GameLevel01/Persistent_Level?ClientIdentity=21000000333961373839363534633439346433353934373963313939626635323034653900010000000608000000b709c90501001001?SessionDefinition=SessionDef_SinglePlayer?loadgame=prestopsave20241003142324_continue?sessionName=OnePointOof
[2024.10.04-00.00.06:156][534]LogLoad: LoadMap: /Game/FactoryGame/Map/GameLevel01/Persistent_Level?ClientIdentity=21000000333961373839363534633439346433353934373963313939626635323034653900010000000608000000b709c90501001001?SessionDefinition=SessionDef_SinglePlayer?loadgame=prestopsave20241003142324_continue?sessionName=OnePointOof
Ah that is why then the conflict is causing it to crash on every reload.
Keep in mind that if your dashboard issues a quit command or sigterm that you're also responsible for creating the new save. The server doesn't save on quit
Possibly yes. I'd suggest if you want it controlled by the external dashboard that you save and quit a minute before the scheduled restart time and wait until after the hour to start again
Or configure non overlapping times and have one process restart and one level reload for two restarts a day
Maybe you can find a cvar to disable the restart but I don't know any
Do clients get kicked during the auto restart? Bc my client got the expected warnings that it would restart but then stayed connected once the timer was up.
Also had this error in the server log right after the restart
But other than the, the log reads fine, so I am just wondering.
Normally clients get kicked though I've seen it happen to that I don't get kicked. If the server travel didn't happen the session didn't actually restart
See my logs above for an example of a successful restart.
Ie you should see the "server switch level" log
Thanks for clarifying.
Maybe I caused the issue by saving the world right before the restart manually via server manager.
yep, sometimes the clients stay
its more of a world restart apparently
start from scratch on your client then upload to server..
Could I simply download the save from my dedicated server, play a bit on it and upload it again?
I'm asking because I want to fix some blueprint issues that cause my dedicated server to crash
Yes, this is possible
never mind, still causes the crash, even in singleplayer
probably going to have to load it in https://satisfactory-calculator.com/en/interactive-map
I will try. Question is, how do I fix the blueprint
Or more like: how do I avoid the error?
I'm not sure what causes the blueprints to break
dont place belts or lifts in ur blueprints, place them after is what ive started to do.
Is there wiring in the blueprints?
until they fix it, yeah cant really do much else π
But it seems to only be some
For my save file the foundry + lift was corrupted
I would even send them my game file to analyze it but I don't know where I can send it in
that would be here
https://questions.satisfactorygame.com
wait, this is also a think? π¦
Seems like people already made a post. I guess we just have to wait
lpt: never trust mk5 and mk6 belts to carry full capacity
maybe mk5 is fixed in v1.0 idk
Can you run two dedicated servers simultaneously on one machine?
sure
Hi all. Has there been any word on the tree/foliage desync issue on servers using a chainsaw?
hehe bros
we reached t6 belts
6 man server , its fked XD crashes all the time dismantle problem , anyone experiencing similar ?
Not crashes but having to log off the server then back on to refresh the dismantled items. Right now the issue I'm seeing are 2, 4 meter ramps and 2, 4 meter foundations. The 1 meter ones dismantle fine. Oh, and this has already been reported awhile back. We're going to have to wait on a patch.
so late game server doesnt work properly currently?
I have had not issues with late game on my server.
I kinda figured out what causes it
anybody know why i wouldn't be able to destroy plants with an empty inventory, throwing nobelisks or using chainsaw? plants are not getting killed anymore, the trees, mushrooms, etc. I'm near late game on deddicated server
Across the map there's certain bits of foliage/rocks with bad data, destruction of any of these will disable the clientside unloading of foliage/rocks
seriously? so how can i reenable it
That.... that sucks
@halcyon seal ^^^^
Dunno, theres a console command that respawns all trees
Also, there's apparently SCIM that can do it too
But additionally, if you log out and into an area with that rock or tree, all objects will respawn for you
Or, if you relog in an area with the bad object unloaded you can play normally and everything will work as is.... until you load in the bad object
i've tried relogging, re starting the server
Yeah, that won't work
i'm building in an area with the bad trees sticking through my factories
I've had this problem for.... a while
I don't suppose you have any idea what the "Bad" tree identifiers is/are do you?
Not a clue, i just know theres one in the swamp
lol what Matterom said the swamp, that's where I'm building
I've tried destroying and clearing the area to plop down some factories with supports
There's one somewhere else too
You have any idea of general coords?
I'm tempted to use scim to see if i can figure out which one
the general coordinates where I'm currently building are 2100, 200 or so
thiss is what I ddeal wiith
its like if i can't destroy it i tried janking it to try andd put down inputs
or floor holes and such
Somewhere to the right of that line
but it acts like it's still there and if i go up to it the game starts bugging or fps slight drop and jitteriness
Yep.
It's just your local client that thinks it is. hence the rubber banding.
*thinks it's there
so there has to be a way to reorient my client side to server
that will work without resetting things?
how do I restart the dedicated server after I changed the network quality settings?
ok will try that
console command?
It'll load the line
hmm
@radiant berry excellent suggestion its not there
thank god for that advice
confirmed this works
what i did
is i have a hypertube to about where the stuff is unloaded
and i just go there to log out
when done for the day
You should be able to see a line of trees
omg it worked
i literally went to the desert. relogged. and now i can cut trees down (in the desert area)
I'm going back to my base to see if it stays borked
so i died and went back to base = still can't cut stuff down. but if Matterom's theory is right, it's because i got back in proximity to the borked element?
how do I restart the dedicated server after I changed the network quality settings in order to have effect?
where is your base?
Northern forest by the triple iron nodes
just south of the shitty oil reserve
actually. i think it's quad pure iron nodes
that one spot that used to be absurdly OP and is now just sorta amazing
I honestly can't remember when it started because when it happened, i just naivly assumed it would fix on next reboot
and ignored it
thats about how far i gagued the load in radius
however, You may be able to get that smaller by setting the foliage load in distance to... not far
I am going to have to try that. i have everything maxed currently.
That's where I currently live, but as yo ucan see. i went sommersloop hunting
Right
I didn't clear the Northern Forest
so idk if there might be a bad one up there
must be. So set foliage load to small as possible. log out/back in and see if it still borks
basically
π€
it's possible, that the problem plant is also between the base and the desert as well
well, i'm going west with it set to near
I have been having the same issue, I found the best solution here... I just tried it and it seems to be working for now.
I am in the same location as Nichodimus on a different server.
This is a near region for me.
Hey y'all, if anyone have issue with some buildable being invisible - but still have collision and can't be selected - in the Blueprint Designer (while playing on dedicated server), we found a clue with a friend !
Basically, something weird happen and the stuff is built at 0,0. To remove them either clear the blueprint designer or go to 0,0 to dismantle those things
Here's the link to the post on the QA site : https://questions.satisfactorygame.com/post/66e46e63772a987f4a8af5be
I (purplestove) made a video showing the stuff appearing at 0,0, and how to clear them
we have a winner.
Moving that far left and relogging resolved it
I stopped a few times in between and this was the first distance that worked.
So now I guess I need to start triangulating the problem. But this is exasperated by the fact that we don't know if there are multiples in the area.
or maybe this is easier than i think. I'll just start walking back to my base, cutting trees as i go, and when it stops, i mark it
Friend tried to invite me into their server
Error message "Could not connect to the server. Failed to connect to the server API"
Figured i didn't have downloaded satisfactory dedicated servers tool
downloaded that
then downloaded Steamcmd.exe
Tried my best to follow the steps and try to do it
checked it again. Same error message.
What did i do wrong at this point
Are other people able to connect besides them?
Because more than likely they didn't set up port forwarding correctly.
Also, if you aren't running the server, you don't need steamcmd or the dedicated server tools
this isn't oin your end
yeah i'm just asking them about it right now
Moving east from my screenshots, I ran into problems here with "near" foliage loading. This seems to be working!
If they hosted a server before 1.0, and now it doesn't work, they need to port forward port 7777 on BOTH TCP and UDP, where before this wasn't required.
make them read the wiki
tl;dr Port Forwarding requirements changed with 1.0. They need to be updated.
it's after 1.0, they're trying to set one up but says the steam thing issue keep happening
That's what they are saying to me
Here's an idea.
Maybe they should be here asking the questions and not playing telephone
You're getting stuck between an inexperienced server admin and cranky support people
instead of doing that, im going to just select what i guess is the problem
I run a dedi server and no one even connects with steam, they just use the server manager to add it and join
then chop it down to see when it starts to break
Ok super smart server people. I am trying to run two servers on different ports. Both servers work on the LAN but when I add the servers externally both show the server running on 7777 and not 8888. I am assuming it is a query port issue but not seeing how to specify that
Hey nich , didn't know my friend opened a request on my behalf but thank you for letting him know to send me an invite β€οΈ .
Anyway , the problem i'm facing is as follows , when I or a friend is trying to connect , it's either taking time to detect the server or giving off weird API error request saying it cannot reach the API of the dedicated server . ( God , I wish I know what POST and GET it uses to test more easily with postman ) .
It's not my first time running a satisfactory server and I did one even with mods which worked as best as it could . After the latest release 1.0 update , I did everything fresh , meaning I installed it all over again .
I Tried 3 ways to install it , through Epic launcher , Steam Dedicated server and SteamCMD .
Suprisingly , SteamCMD is working so far the best out of all the options and it's confusing because I'm not even sure if SteamCMD had the time to be updated to 1.0 .
Anywho , locally it does the same problem but works from time to time after a lot of afford but when trying to join the server through Steam game , you can pray all you want but you will mostly reach the API error message that it couldn't reach the server API .
I am running the server on a virtual machine through a VLAN and already did all the network traffic checking and firewall rules , opened the port 7777 and when I got into the problem I click on the red imaginary button and choose to open the living fuck of my router just to test it and opened all my ports to that vlan server .
I have a few cloud Machines on a different countries + VPN as well , I tried on all of them but I get the same results .
EPIC Launcher works kind of , Steam cannot join no matter what , regardless of the option settings of which account to use and to be account logged in with EPIC even through steam (I understood that it's a must . . . but tried both ways regradless . . . )
Port of course is UDP but I tried TCP as well because I never know what they choose to change . . stil the same results .
P.S : I did made sure to do general testing for telnet to my virtual machine on fake ports and so forth , it all works .
hey Nyastya, welcome to the pit.
So with the addition of 1.0, they completely changed the port forwarding
it's now just UDP & TCP 7777
so you're saying you have both running?
Thats what they say but if I do a port scan the Steam Query Ports still anounce them selved
selves
waaaaaaait . . .both ?
You're welcome.
SatisfactoryDedicatedServer/FactoryServer.sh -Port=8888 -log -unattended -multihome=0.0.0.0
SatisfactoryDedicatedServer/FactoryServer.sh -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended -multihome=0.0.0.0
ahhhhh facepalms thank you Nich , that will be the reason he is not connecting , regradless the efficiancly of the server is still an issue , even for me locally which is fully open from head to toe
@random adderWindows I take it?
i think i found the swamp one
so I'm trying to find in the wiki the new commands and i am 99% sure you only need the 7777, but i reserve the right to be wrong
Yep
or at least one of them
O no that is what it say in the Wiki
stupid question. Which Wiki. I believe there are two and one is out of date.
let me do a bit more testing, and see if i can isolate it
good hunting and sommersloop's speed
all i was doing, was tossing nuke nobs until things stopped disapearing
that's probably faster than a chain saw
narrows it down faster
wiki it's in the channel header wiki
but that still is a much narrower region than how i was doing it
in other words. "Look up, dumbass"
where i'm the dumbass.
dogs cant look up
i.. oh...
what's updog
Windows Firewall is disabled?
nuttin, what's up with you dog!
oh, no im just spouting anything that comes to mind, not trying to insult
I think this is the one
Shhh.. clearly from my typing in a text only chat it should be obvious I'm illiterate
I think someone may just need to update the command line.
Both directions , I made sure to fully open each other legs apart . I opened the gates so far from both sides that even Lucifer got jealous . And it's not like the connection isn't fully working , it does work through the epic launcher but not through the Steam one , I only once manage to connect .
I even managed to connect it to the server manager and entered the authenticated password for admin access which works . But once you try to join the game goes "Computer said no"
I have tried just specifying the port on each instance... get the same fustration.
MonkaS hahahaha β€οΈ
It's a BUSH!
You updated tcp/udp and still no joy?
Lousy Bush's - Always startin shit
First Sr, then Jr, now the shrubs
i cut down all the trees, everything was fine still
was confused.
threw another nob and none of the bushes disapeared
Umm I have not ran into that... even on your LAN when someone trys to connect no love?
Oh for the love of pete.
@random adder Hmmm. So you're not using custom ports. What's your start command look like?
oh. Wait. Actually. You said you're running it off of a windows machine?
Ill try a few more things just to make sure I didn't miss anything and end up silly being . . . I'll come back up to give an update , still thanks for the help β€οΈ
i would test it all right now but I'm dealing with a Lonovo berametal server right now that does not want to post . . . end meeeeeeee it's an old one
and yes , the dedicated server is running on windows machine
Did you open the ports on both the router and the windows firewall?
even tho now that I think about it . .. I can use linux xD
mhm
I have fortigate for fun in the middle to NAT stuff better , all clear like butter
I am running a docker container on debian and using the Wolveix image it's been relatively smooth sailing
waaaaaaaaa
do you have the compose file or . . . teach me sense .. I have a blue saber I promise hides the red one
ahhaha
can anyone help with egg install pterodactyl
I have not used the Fortigate before but I have a lot of experiance with Palo/Sonicwall/PFsense... I have my Server behind a PFSense host
@tepid coral Reset the foliage in a small area around these cords using that strat.. Actually there are more than one bad spot
stupid question but i cant figure it out, how do i update a dedicated server that runs in the terminal on a linux machine?
let me send you the link to the container. Wolveix is awesome and provides the files and all
awesome , thank you β€οΈ
it's also listed in the wiki page π
should be the same as the install command
i did not use a command, i ran the run.sh file in the terminal, files where downloaded thru steam and moved onto a custom folder
gonna have to start saving before every nob throw
If you take all the defaults
steamcmd +force_install_dir ~/Satisfactory2 +login anonymous +app_update 1690800 public validate +quit
without the 2
does it do automatic updates on start or is that just a manual update?
also i dont have steamcmd
You have to run it when you want to update.
My startup script has it do an update before it spawns the process
ah, ok so i just add that to the .sh file/script?
I start mine as a servervice. This is what mine looks like
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/usr/games/steamcmd +force_install_dir /home/lostboy/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
ExecStart=/home/lostboy/SatisfactoryDedicatedServer/FactoryServer.sh -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended -multihome=0.0.0.0
User=lostboy
Group=lostboy
StandardOutput=journal
Restart=on-failure
WorkingDirectory=/home/lostboy
StandardOutput=append:/var/log/satisfactory.log
StandardError=append:/var/log/satisfactory.err
[Install]
WantedBy=multi-user.target
ok, i will poke it and see if it updates or not
you should read it again too yknow
[Pterodactyl Daemon]: Finished pulling Docker container image
steam user is not set.
Using anonymous user.
/entrypoint.sh: line 56: ./steamcmd/steamcmd.sh: No such file or directory
:/home/container$ ./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -Port=${SERVER_PORT} $(if ${DISABLE_SEASONAL}; then echo "-DisableSeasonalEvents"; fi)
/entrypoint.sh: line 73: ./Engine/Binaries/Linux/*-Linux-Shipping: No such file or directory
container@pterodactyl~ Server marked as offline...
[Pterodactyl Daemon]: ---------- Detected server process in a crashed state! ----------
[Pterodactyl Daemon]: Exit code: 127
[Pterodactyl Daemon]: Out of memory: false
[Pterodactyl Daemon]: Checking server disk space usage, this could take a few seconds...
[Pterodactyl Daemon]: Updating process configuration files...
[Pterodactyl Daemon]: Ensuring file permissions are set correctly, this could take a few seconds...
container@pterodactyl~ Server marked as starting...
[Pterodactyl Daemon]: Pulling Docker container image, this could take a few minutes to complete...
Pulling from parkervcp/games
Status: Image is up to date for ghcr.io/parkervcp/games:source
Digest: sha256:eaa0199c5a075d476422d8624c9069fc82972fd5839f006e6468448a5f6b6dc2
[Pterodactyl Daemon]: Finished pulling Docker container image
steam user is not set.
Using anonymous user.
/entrypoint.sh: line 56: ./steamcmd/steamcmd.sh: No such file or directory
:/home/container$ ./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -Port=${SERVER_PORT} $(if ${DISABLE_SEASONAL}; then echo "-DisableSeasonalEvents"; fi)
/entrypoint.sh: line 73: ./Engine/Binaries/Linux/*-Linux-Shipping: No such file or directory
container@pterodactyl~ Server marked as offline...
[Pterodactyl Daemon]: ---------- Detected server process in a crashed state! ----------
[Pterodactyl Daemon]: Exit code: 127```
do i need to install steamcmd when using pterodactyl
/entrypoint.sh: line 56: ./steamcmd/steamcmd.sh: No such file or directory
hmm whats going on here then
Or at least it should be downloaded in the install script
it didn't work, its still on 366202
Let me check my script rq
Yeah I'm using the same install script and it's working just fine for me
You've got some other issue
Same egg on my end
No I'm just using it straight from ptero's repo
As long as you're using ghcr.io/parkervcp/games:source as your docker image
It has steamcmd
oh lemme try that one
It's my modified one with custom tick rate support out of the box
If you wanna use that
so far from what ive been reading seems like ill have to go the container route huh....
was hoping to just be able to start up a server via windows but even though its all setup correctly it keeps saying cant connect to server even though i see a ping and i see the logs popping off
yeah its using the same image
Only thing I can think about is an issue with writing to disk
Maybe it's throwing errors
Pterodactyl kinda blows at catching that kind of stuff
Rightfully so because it's a user config issue xd
Wait
Where exactly did you change that?
"scripts": {
"installation": {
And why did you change it?
my hdd is /media/disk1 not /mnt/server
ohh
so itll still use my hdd instead of my boot drive?
Actually quite unsure on how you change the install dir for ptero images, but I reckon there's a guide somewhere
But changing the install script isn't the way, that's for sure
You have to change it from docker's side
https://github.com/pterodactyl/panel/issues/1768 Maybe this'll shed light on the issue
And besides, I don't recommend having your server files on a HDD if you have the space on a SSD
boot drive is 64gb
jesus
my server is salvaged parts heh
Nice
Nice
lotta artifacting when im turning though
Hey - My dedicated server been working great but all of a sudden it crashes on log off and turns off - requires a reboot. The log file shows: Error: FMultiBindDatagramSocket failed to read data from underlying socket Unreal: SE_ECONNRESET
is there an option or command to show the server UPS/FPS? For dedicated server
ingame server manager shows the tickrate
Also the log file shows SE_ECONNRESET
yes i know but is it possible to show it like an overlay?
Hey anyone got a problem in the 2 last days with a dedicated server like I can connect to the server but my friend no. But 3 days ago he can connect and me too.
Ive had 2 issues with deleting things and their invisible collision still being present on dedicated servers
and that can block him to connect?
are you hosting at home?
If so, does your internet service provider use CGNAT?
no I rent a vps
my linux server segfaulted, is there a crash file I can send somehow?
I have an issue when the output of the machines merged is a full belt that goes into other machines, i cannot achieve 100% capacity. Do you have similar issue?
Hey guys. We have an issue with our port forwarding and I was hoping someone might be able to point us in the right direct. My friend has the dedicated server at his house. He was able to get me on the server, but we have another friend in a different state, and we cant get the server to let him in as well. Does anyone have any insight?
If the port is forwarded.. its forwarded. If someone else cant get there - could be that their ISP has a bad route/path but more likely something on their end is blocking outbound on that port, try a different port
when I restart my server it enables auto pause again, anyone know where I can edit this in the files?
How did you install the server?
i figured it out ;) using Pterodactyl gonna make a env var for it
If it's not saving the setting you either have it overridden in a config or your install method
Advise the distributor of that install method they shouldn't set that config since it's configurable through the UI
its self hosted :P
I meant the distributor of the pterodactyl satisfactory server package
the default egg for satisfactory doesn't add any config except for the max player startup parameter
i think they have an issue open on it but no one is managing for it
Does it overwrite the config file on startup?
yee
Cause if it clears the config FG.DSAutoPause will reset
the old one does create config files only if there isnt already one there, it never overwrites the file when already created
The auto pause setting saves fine on manual installs so it's an issue with the custom distribution either way
i'm running ptero, no issue here
the starup never overwrites any files, only on shutdown the server itself writes out the new config files
if you don't want that you can just change the permision to read-only
Uhuh sure what's this?
current Pterodactyl ini config parser limitation.\r\n# When the patch to this limitation hits the production branch, this will be updated.\r\nrm -f Engine.ini Game.ini GameUserSettings.ini\r\n\r\necho
The one I found at least explicitly removes and recreates the files with new values from environment variables. This also eliminates the auto pause saved setting, possibly amongst others
the config parser only runs on install/re-install, not every startup
so far no rewrite of the config file here on start up, only when i stop the server the files get edited
And your auto pause setting vanishes?
Maybe you're using a different package than HD
possible, they stopped updating the github for the eggs and changed the repo,
many still use the old outdated egg's
github.com/pelican-eggs/games-steamcmd/tree/main/satisfactory
is most recent one
the new one never touches the GameUserSettings.ini even on install
That's not the one I found so I guess it's some issue with the old one
i too love using clearly abandoned tools
Maybe @daring sundial can update to the correct version?
most devs switched to pelican, ptero is afaik on life support and only is getting security updates.
the pelican devs also keep the egg's for ptero up2date
The ptero repository with the satisfactory egg appears to be archived
yep
Not much updating gonna be happening there xD
yeah but pelican devs at least keep the ptero eggs updated at least until pelican is out of beta, after that no idea
So awkward transition period for whoever is using it I guess
well ptero works just fine and there will be a migration tool
:)
Having server issues caused by mods or bad redistributions or bad install scripts is a pain
i added the autopause, keep in mind it needs to restart to apply the changes
Doesn't make it easier to distinguish between user error and server bug xD
That overwrites the game config on startup for sure
yeah his egg is based on the old archived egg
^
its also the most stable version so far
the new ones are very meh
plus i know this one better because I redid the whole thing for my company
no idea how its supposed to be unstable when the current one doesnt change anything and keeps its close to a vanilla server π
You can override any config variables using launch arguments. You don't need to overwrite config files in startup scripts. That's nasty
image wise sorry not egg wise, there is a new image that got added that I use its custom, i just modfied the old egg
Β―_(γ)_/Β―
it works
Customers taking screenshots of issues, pasting them in a word document and mailing it as an attachment to a ticket reply works too. Things that work can be nasty xD
sadly ive had that happen,
anyone else run into really high latency after any kind of fast-ish movement of any character on a server?
like standing still, 20ms to the server. After sprinting with bladerunners for 10 seconds, 500ms
Prob cpu struggling to keep up as it loads entities while you travel
hmm just tested it and watched the history on task manager. CPU never goes above 30% usage
Question to all why does the pause on save button keep checking itself when i log out of my dedicated server?
disabling streaming might help
add
-ini:Engine:[ConsoleVariables]:wp.Runtime.EnableServerStreaming=0
as startup argument and give it a try
on the client side?
on the server
will that take effect if I run it via the .exe?
Check the per-core/thread usage
If you're looking at task manager's processes list it'll only show you cpu usage out of all your cores
Satisfactory still heavily relies on one core for a lot of things
What does server manager say about the avg tickrate?
278
sorry 27*
And that's before you start running around?
how to join
So just try running around and check on the avg when stuff starts lagging
My guess right now is that your laptop is bottlenecked somewhere
Considering the CPU isn't stressing too hard, I'll throw a guess and say it might be memory
16GB on there, only using half. Lemme see if it spikes with movement
Memory usage doesnt spike while moving
The problem is the bandwidth
ah yea memory speed, could be
is the dedicated server really sensitive to ram speed?
its def ddr3 yea
na dual channel but probably cheapish lower speed ram
Ddr3-1600 is just ultra slow
ok i'll try hosting on my newer Surface
If it was ddr4-2400 or something it wouldnt be too bad
I think it's a mix of both latency and bandwidth
Lmk if it fixes the issue. I'm confident it will
k testing here shortly thanks
@agile shard Also if you have time, maybe check disk latency too while you're running around
Maybe that's where the sluggishness is coming from
whelp, initial testing with hosting on the Surface shows its resolved
definitely something bottlenecking on the older laptop
its a pcie SSD so kinda doubt disk, most likely RAM speed
thats def the crappiest part of that hardware
that sounds more like the laptop might be in energy saving mode
My buddy and I just ran into the same bug, haven't seen any solution for it
quick question, I saw someone posted a github repo of an AWS implementation of a satisfactory server, is that really viable and not more spencive than just paying to a dedicated game hoster?
It would probably be more expensive. Using AWS as a server host for a server runnning 24/7 will nearly always be more expensive than just getting proper hosting
Anyone having issues with Dedicated servers and converybelts? Belts constantly freezing when entering machinces/storage/Splitters. Like they hit the machine and only enter 1 at a time per 4 seconds. MK5 belts all around.
5900x
64gb Ram
PCI SSD
Very low CPU usage like 20% highest core.
Can someone help me? When my friend tries to search my server it says "Server appears offline" even though its up and running on my side.
I couldnt find anything in the wiki about it
Are you home hosting the server? If so did you make sure your firewall/router settings are allowing the ports used by the server client?
@south grove There is a bug where you can hear a geyser whoosh sound could be linked as the trigger for the sound could also be what checks for buildings nearby for wildlife spawners and as the trigger is large the spawners are checking nearby nodes? Its a possible theory
Someone please explain what you do to make drones do anything
Built two stations and a drone but what then
hi, i dont understand how to setup dedicated server from epic games. i instaled file, but how to u enter or setup it cant find any info on it. all i see is only steam
i do a simply ui app for manage dedicated server on any folder on windows,
is open source and for me use, but if you want it i can up a compilation for use https://github.com/alca259/SatisServerFactory/tree/main
You just install it. Then you add and configure it ingame through game manager.
isnt its still for steam?
in game there is no options to change anything
for dedicated server, you need to setup on "Server Manager" tab, add your dedicated server, normally 127.0.0.1:7777
claim server, and configurate
Have you found the server manager yet?