#dedicated-servers
1 messages · Page 120 of 1
the linked link is also in the linked wiki 😉
the known keys and values are not listed, no.
samples
Options:
{
"data": {
"serverOptions": {
"FG.DSAutoPause": "False",
"FG.DSAutoSaveOnDisconnect": "True",
"FG.AutosaveInterval": "300.0",
"FG.ServerRestartTimeSlot": "1440.0",
"FG.SendGameplayData": "True",
"FG.NetworkQuality": "3"
},
"pendingServerOptions": {}
}
}
and AGS:
{
"data": {
"creativeModeEnabled": false,
"advancedGameSettings": {
"FG.GameRules.NoPower": "False",
"FG.GameRules.DisableArachnidCreatures": "False",
"FG.GameRules.NoUnlockCost": "False",
"FG.GameRules.SetGamePhase": "4",
"FG.GameRules.GiveAllTiers": "False",
"FG.GameRules.UnlockAllResearchSchematics": "False",
"FG.GameRules.UnlockInstantAltRecipes": "False",
"FG.GameRules.UnlockAllResourceSinkSchematics": "False",
"FG.GameRules.GiveItems": "Empty",
"FG.PlayerRules.NoBuildCost": "False",
"FG.PlayerRules.GodMode": "False",
"FG.PlayerRules.FlightMode": "False"
}
}
}
Were there no actual crashes or were you unable to locate the directory?
This is really helpful, many thanks!
no problem. the server responds with this data when you send the queries anyway xD
that's also in that linked doc's sample request
you mean this one right?
yes take the very top folder... in there is the log file and crash reports
it makes a new folder for every crash
(Also I love your drive's name) 🧱
from FactoryGame.log you can send everything starting from
LogCore: === Critical error: === to the end of the file
Did you ever find a resolution for this? Running into the same issue and it only happens when dedicated server restarts itself. Dedicated server here being the Satisfactory server exe and not the machine.
none of the log files contain "LogCore: === Critical error: ==" 
uhhh. just send the full log for the most recent one xD
ahhhh. on windows it's apparently LogWindows: Error: === Critical error: ===
because of course we can be consistent 🤦♀️
ah
note to self: just write === Critical error: === next time
probably not, can you send the full log file for the last crash then?
now I'm curious what it's going to be
that is this one
does it end the exact same line?
can you send the crash diagnostics file?
where can i find that one
can you send me a screenshot of what is in the latest crash directory?
I'm expecting a Diagnostics.txt or a CrashContext.runtime-xml hopefully
same as this one, i havent started the server up since
i can try again now
did you only have the log file in the crash folder?
no there are 3 other files
yes, those please
Just put my server online, are you suposed to be tier 2?
Or is that just a display thing
not sure what could be causing this crash. it looks like something might be wrong with the save file? you can try the following things:
1)
load the save file into single player
save it with a new name
try to load the new save onto the server
2)
load the save into the Satisfactory Calculator Interactive Map https://satisfactory-calculator.com/en/interactive-map
download the save again from the interactive map
try to load that onto the server
No, this is intentional
dedicated server sessions start at Tier 2
if you would like to start with onboarding you'll have to create your session in single player
ah, sad, oh well. Its a lan party server, should be fine
well for a lan party you won't have much choice xD I don't think the server can run progress on tiers under two
anybody found of a solution about the servers not accepting any connection after last player disconnected ?
the udp listener dying on windows? that's a fix-by-developers thing I do think
i havnt seen any update on that on patchnotes
because it hasn't been fixed yet 👀
only once or twice from game bugs, 2nd time from oom
oh okay 😄
mostly just degraded performance when around creatures
Is it possible to change server reset time?
restart you mean ?
... how long can you switch swatches between matte and shiny
yes, this is actual the hour at which it restarts (UTC I think...), not the interval
yeah
ahh soo, ty
dont read the "interval" it is the server time
all this time..
it's poorly labeled in the UI yes
Anybody else have issue with dismantling in Blueprint mode on dedicated servers? I try to dismantle a blueprint in blueprint mode and it only removes like half the builings, 10 seconds later the game crashes, happens over and over again... :\
blueprint are mostly fucked up actually
if the server's actually crashing, you probably have a corrupt blueprint
Its the base game at first
after restarting the game and trying again to deconstruct it timeout the server connection
but the server itself seems stable
This is on 1.0 and not U8 right?
Yes
Personally I haven't seen that issue since 1.0 landed myself
You can try sharing the client crash log if it crashes out
Anyone else's Dedicated server crash every time A Blueprint platform gets cleared ?
did you load in an existing blueprint? it's probably corrupted. if you dismantle placed copies you'll crash the server as well in that case
my server crashes whenever someone changes the volume on the radio
for real?
yes
that's horrid xD
@high escarp if what I said is the case you can delete impacted buildables using an external tool such as SCIM - The Satisfactory Calculator Interactive Map https://satisfactory-calculator.com/en/interactive-map
he just vibin
I cant take a screenshot but every frame he is switching between that position and 90 degrees to the left
o. poor boy's probably stuck
theres also no display model for when tickets are on conveyor belts
i mean they already have a world model
Playing with another lad. I think that is what happened. 🤔 and by corrupted you mean having to start all over, or simple remove it all by hand and continue palying ?
having the same issue but with shockbyte lol
You have to remove it with an external save editor like the one I linked
oh yea you did mention by hand would also cause it..... daaaiimmmm. Thanks for the link. 😋
unless you haven't placed it down anywhere, in which case you just overwrite the blueprint file with one created from scratch
There might be some BP placed around the world. ~~Have ~~Going to ask the other lad. 😅
If you look at the crash report and you see this:
Assertion failed: mConnectedComponent->IsConnected()
like it's nearly guaranteed to be this issue
I have a helper script to clear it but you'll have to figure out what it all deleted:
https://github.com/SparxySys/satisfactory-scripts/blob/main/scim-helpers/delete-asymmetric-factory-connections.js
personnaly i told my friends to not use bp at all until this is fixed
Same here 😂
that is the easiest prevention method since the other one is more involved
You have a corupted blueprint, once u find which one it is and delete it, all should be fine
looking / Reading right now to see 🙂
I hope you don't mind me asking... what triggers a blueprint to corrupt?
This is usually caused by blueprints which have a conveyor, splitter, merger, or other buildable that stays behind when a blueprint designer is cleared. A bug that occurs during placement of the buildable leads to the buildable not being attached to the blueprint designer, this buildable is now in world-space instead. This in turn leads to an FGFactoryConnectionComponent that is attached to a world-space ID'd object on one end being saved in the blueprint. This usually seems to occur while placing buildables in the designer during periods of high load (autosaves, many buildables being placed in rapid succession, other players encountering creatures, ...)
When a new copy of the blueprint is placed in-world, these kinds of connections are asymmetrical: The buildable in the placed blueprint connects to the one in the blueprint designer, but the buildable in the blueprint designer does not connect back to the newly placed blueprint. Alternatively, the blueprint is no longer in the designer, and the newly placed connection connects to nothing.
You might need to load this save by clearing all saves from your server save directory first. The crash in question can also occur when unloading the previous save, making loading saves through the server manager impossible.
It may be possible to prevent these crashes by saving and then clearing the blueprint designer. If anything is left behind in the blueprint designer that is not Lightweight (walls, foundations, ...) then do not use this blueprint or try to load it again! You'll have to overwrite it with a blueprint built from scratch.
Ohhhh I see Thanks for answering
☝️ we're playing in the same lobby.😎
Also, in Notepad++ I used the CTRL+F Tool to look anything with that message Assertion failed: mConnectedComponent->IsConnected() and found 1x Result. 🥲
you'll always have max one result per crash log. it will crash the instant you try to dismantle it or when unloading the save or when the daily restart triggers (because that unloads the save)
so yes, at least one corrupt connection 😭
oh also nice to know. I wondered why the server never restarted after the auto restart. it's set to 1H but always seems to do it in 24H. 😂
🥲 darn
oh the label on that config is wrong. it is not a restart interval, it's the restart time. it occurs every 24h
so by default it's on midnight UTC
oohhh darn, Yea i noticed it always kicking in on 00:00 UTC. And here i was thinking that 1H auto-restart was not working. 🤦♂️ 😅
so having it set to 01:00 means it wants to restart at 1 in the morning. and having it set to 00:00, means always at midnight ?
correct
That helps a lot. Thank you Lena 😋
Another Small question- Is there a way to have something running, so that when the .exe crashes, it launches it again ? 👀
Alrighty.
np, we're here™️ for any questions too
Hello, I have a problem on my server about ghost structures when I destroy them
I remove for example a Walkways and it stay visible client-side even if removed from the server
Known issue/bug, need to rejoin to see the proper update on the client
It's every structure I destroy, very very annoying
It only affects some structures, modern walkways and railling, concrete foundations as well, but not FICIST and asphalte ones
wait yea there is ?
i have an issue adding a dedicated to server manager
i press add and nothing happens?
there wassnt for me
is just threw an index out of range error or something in console
can I see it?
The bug about the ghost structures only affect some structures : concrete ones, stairs catwalks and modern raillings, according to my tests
Every structure is certainly abnormal, ive seen just a foundation or group (mass dismantle) not disappear - never machines, havent really removed alot of railings before
Game Crashes Every Time Objects are Deleted or Blueprints are used.
Anybody else experiencing something like this? how would i go about fixing the save file or stopping this from happening?
I'm playing on a hosted server and currently there is this anoying thing where when you delete something, it goes through the animation but the objects are still there, but they aren't. Its only when you relog that the objects are gone. It's really frustrating because it's totally random in terms of what deletes and what does'nt
I've seen that happen on my server too. No known workaround other than to relog I'm afraid. I'm sure there are postings about this on the QA site so hopefully CSS will find a fix.
is it common to see late game server with "Ran out of memory" issues? Been experieincing it with 64GB of RAM assigned to VM.
just bumped it up to 96GB
lol @clear lagoon check this one out
know if the auto restart feature is working?
it has been working
issue happend with 96GB just a few minutes ago too. So, I saved a copy locally, and it appears to be working fine, locally.
just curious, what's the uptime?
game duration is 343 hours, uptime since this has started happening can be less than 5 mins when it locks up the VM.
Windows moment lol
Maybe there's a mem leak somewhere? If you can monitor mem usage then try that and see if the game server keeps allocating more mem
span of 5 minutes tho
this udp socket bug really sucks bad
I really hope theres an update this week to address it even though I know there won't be
Anyone had problems with there dedicated server just not wanting to work all of a sudden?
I was on it then the internet seemed to drop out, but now since then I can’t seem to get the server to work, it looks like it does but from my pc I can’t find the server
did you restart it
anyone had issues where you cant claim the server? i checked the ports and there working and the console doesnt appear to have errors
wdym cant claim
ive been trying to set up a dedicated server and followed the steamcmd way via the wiki and youtubers (tried multiple times) set the ports to 7777 udp and tcp, launch the server but when i go into satisfactory and put in the ip and port i just get the offline server so cant claim it to give it a server name or start a world
That’s the issue I’m having as of just a few hours ago
where are you hosting the server
dedi?
yes?
yea with windows
honestly couldnt tell you
well its probably x86 since windows
on windows youll have to make sure you have a firewall bypass
and then deal with whatever specific networking your VPS provider requires for port forwarding
i looked at the canyouseeme .org and its saying its working through that port?
could you turn on the satisfactory server and send me the ip
How are you running the satisfactory server?
how much RAM do you have on VM?
96G? thats crazy i hardly belive you need that much. My VM only has like 20 or 30G and uses as max 8-9? And we have a bunch of items in the world.
if it's linux vm simply use htop to see the usage
Wow. I'm running a dedicated server in docker, the world is a bit over 114 hrs old. When one person is logged in and running around, ram usage jumps up to almost 1.8 GB.
96 seems... a bit high
Just through 700 gigs at it. Problem solved /s
Yes, that is a bug, it also prevents you for a while from copying objects that have been placed before your session, it's really annoying, there is a thread for this in questions: https://questions.satisfactorygame.com/post/66ed6403772a987f4a8bb34c Maybe upvote it, so CSS sees it.
Only real solution is to restart the Server, but that doesn't always solve it, too. According to Stacusha, restarting the VM could help, but I can't verify this, as we don't run it on a VM and I can't restart the whole server daily (or more often) just for Satisfactory, and most people that use hosted solutions can't even do that, so it has to be fixed from CSS, but I'm sure they will, but I am guessing there are more critical bugs rn and other more important matters.
I wouldn't say it is, never had this issue in EA and currently since 1.0 Launch we are running our dedicated server which currently hovers at ~5GB RAM usage with 2 players connected. And we did build quite a lot.
I would consider reinstalling the Server and maybe test a different savegame to see if you run into that problem again, to rule out if it's the Game/Server or something with your VM
This is the exact argument for VMs. Being able to restart services without impacting other services is crucial… #virtualizeeverything
but also hopefully they fix the bug soon.
Yeah, can't be bothered for something as simple as a dedicated game server 😂
I recently had to re-setup my whole Server since the main harddrive failed
The other argument for VMs is the convenience of having a fully set up and up to date server deployed with just one compose file and one command.
Docker is great.
so aside from setting up some services and such, I haven't really had the time or patience to set VMs up yet 🫠
Docker for some services is actually easier than bare metal
Dependencies being taken care of in the container… security less of a concern due to less interaction with other stuff on the physical host machine…
The container that I use is this one.
https://github.com/wolveix/satisfactory-server
wolveix is actually in here sometimes… so that’s cool
Yeah, I will probably be setting up Docker sometime soon. But the Hardware failure was like days before the release, and we wanted to play lol, luckily setting up dedicated server is fairly easy and well documented for Satisfactory, so it was quite quick.
Is there a way to quickly remotely kill the server. I have a server running on a custom port that is rerouted. The only port open to the outside world is the server port. I need to close the server but I do not have acces to satisfactory right now.
I can neither open SSH console or the official server console. And worst part is the fact that I am doing it from my phone
just keep in mind docker may be a bit stupid with memory allocation, but you can "fix" it with: systemctl -w vm.max_map_count=262144 to allow more memory map areas so you never crash due to "wrong assumption of docker that you are running out of RAM"
I see that as a side quest 🤓
This all seems overly complex, I just added a new user to my dedicated server and installed it via LinuxGSM I don't see what all the complication is about. Run about 4 different game servers under different users just using the LinuxGSM scripts never had any issues or problems with 4-6 people online at a time (in satisfactory). Server is pretty high spec though.
How much server RAM is needed for late game, phase 5 and later?
why does my friend lag when im the host (i have pc a bit better than his) and i have a very good internet connection. when he is the host i do not lag. will he lag if we use some online hosting?
Do you know the IP it's running on and the admin password?
If so, you can connect to the REST HTTP API
And send the shutdown command
There is a setting for Network quality, try fiddling around with that. And also, does your friend have a good internet connection?
Oh absolutely, which seems fitting for the game 🤓
I don't look for complex solutions to simple problems 😛
but I do look for simple soltuions to complex problems
I don't actually know what server requirements are or even to check usage past "ps -aux" 🤣 , server has 64GB ram I think the limiting factor will be CPU not ram, ram its cheaper to have lots but quality cpu(s) are not when renting servers at least from my experience.
its on ultra, ig he has a good connection if i dont have lags when he is hosting
We used to lag a lot till I found out about the network settings for ultra that made everything work fine and never had issues since.
Is it enough, if just the server sets it? Or do you need to set network setting to ultra on the clients as well?
I am not sure actually we did it on server and on clients, sorry.
Hello I need help I have Satis Server
And this error what is it? What can I fix it?
Are you trying to access it in a browser?
Hello, I want to reboot my dedicated server, do I have to do something special before to be sure the world is correctly saved?
I have access to the console of my dedicated server only from my host (not in the game, the page is blank)
My host also provide a start, stop and restart buttons, but warms about if I restart from them, some of server configuration could be restored their default value
Are there some commands I have to write in the console? for example /save and /stop ?
Thank you in advance
When people are playing your server. The game is in action and will save automatically every 5mins I think is the default. If no one is on, server is paused basically. So a restart isn't gonna break your server
But if I restart, it will load the last save, so I could expect a little "rollback" ?
So I guess it's recommanded to restart just after the game said the save was done
In order to have a "rollback" of just few seconds, if I'm right?
It's 5mins... But yeah a small rollback could happen. I don't know the console command to save world
And it will reload automatically the last save ?
Yes on restart it loads last save
question, do dedicated servers make it a lot easier for the client?
Can we program Satisfactory itself to make auto restart periodicly ?
In order to sync auto save feature with auto restart, in order to prevent a restart during an auto save and corrupt the world
Are you able to force changes in the day night cycle?
It means that something is attempting to connect to the server.
And, the connection attempts are not in the format/protocol that the server expects.
Why is this happening... it means something/someone is likely attempting to scan the server for vulnerabilities.
This could be being performed by a legitimate company that scans the internet for vulnerabilities, or it could be a bad actor trying to scan you for vulnerabilities.
This is why anyone who sets up a server should ensure they have strong internet security and should consider setting firewalls to only allow traffic in from trusted IP addresses (known as a white list), instead of allowing anyone or anything on the internet to connect to you.
anyone have an idea why I cant add a server to my server list?
look at the server API, there is a function to 'save' which you could call, before you shutdown/reboot server.
you may also use the 'quit' command in the console to save the world then shutdown the server.
tried direct joining with ip and port aswell but gives me encryption token error
and clicking confirm after trying to add to my server list just shuts the menu down and doesnt add it
save and quit ? thanks
API has command for 'save' but it only saves, there is another API command to shutdown the server.
while from the console (either the server console or ingame console) the command 'quit' will both save and THEN shutdown
The ingame console page is blank in my case
From the main menu, I open the server then click on the console tab, it's blank
thats where you could type commands.
or there is the API.
https://satisfactory.wiki.gg/wiki/Dedicated_servers/HTTPS_API
But it's blank, I have no console nor text field
so there are 2 ways to achieve it.
My host provides a console from the web but ingame it's blank
i cant help with that sorry, maybe the host who put the web page in place knows more
The console from the host is working, it's the one ingame that is completely blank
Let me open my desktop, I'll screenshoot you
i dont use the ingame console, so i cant help, but maybe someone else can.
I wrote save in the console, nothing happened
console does not support save, it uses quit
You told me earlier that the commande save existed but now you says that this command doesn't exist
read my comment again
and note that API and console are 2 completely different things, i shared links to both
API - savegame https://satisfactory.wiki.gg/wiki/Dedicated_servers/HTTPS_API#SaveGame
Console - quit - or if you just want to save, then 'server.SaveGame savename'
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Console_commands
idk if it's a lot and it surely depends on many things but it should yes, i noted a little perf increase when I switched my game on a server, the biggest improvement (for me) being no more freeze during autosaves
this isn't normal, it should give you an error
Oh yeah thank you!
yw
uh what xD do you have any ini file customizations or ini launch parameters?
docker runs as root by default and docker to host escape vulnerabilities are relatively common
there's a 24h save/unload/reload cycle fyi
I was just thinking but if a save consumes 64G in 5 minutes, are we sure the save is completely ok? 😅
had someone in here a couple days ago that had like a five bazillion kilometer belt because of bad spline. it had a tendency to fail to load
hey I have a spare computer I want to transfer my server too
its a i7 7700k with 16 GB
Will it be able to run a server? My computer is starting to struggling handling hosting and being a client
Try to avoid using tools that isn't updated in years.
Use Portainer instead of satis-server.
I think satis-server is a php composer server image, not a docker manager, I think it's safer to assume that person abbreviated satisfactory to satis 👀
I have this exact setup, had a pretty decent sized factory on it around update 7. Complete the space elevator on it and I think we had plenty of headroom
Ok so I have everything set up and when I start the dedicated server the command prompt window pops up, does a bunch of stuff quickly (too fast to see) then closes
Thoughts?
You can see what it said in the logs, but I would check the wiki for your specific OS and make sure you follow the instructions. I won’t be the best at troubleshooting your specific issue
no, crash logs are in the installation directory normally
install-location/FactoryGame/Saved/Crashes
It is added.
Its just offline / unreachable.
But it is 'added' ok
hmm
the server is up, the port is opened
i can connect locally
but my friend cannot
[2024.10.10-17.34.20:539][707]LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
[2024.10.10-17.34.20:539][707]LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR```
server received this when i did the port check
im hosting with ptreodactyl
Does petro require ports to be defined also? (I don't use it but thought I read somewhere here that it may)
yeah its set for 27015
Default is 7777, unless you gone adjusting the ports it's using.
im having the same issue as @earnest willow im hosting my own server, all ports are forwarded and listening, i can connect with LAN but not externally
If your trying to use your public IP from inside your own network then it will only work if you have NAT reflection support/enabled in your router, many Isp provided routers do not support or enable this feature so it won't be possible to use your public IP to connect to an internal resource.
Your friends should be able to use it still just not you.
If friends can't connect still then you may need to check if your behind a CGNAT that is at Isp level and often prevents any hosting services from working.. there are lots of caveats.
is there a command list for the server manager console
can i actually see which one the game is using
(port)
could a CGNAT stop a minecraft server from being hosted? cause ive hosted tons of those
A CGNAT can prevent anything being hosted, so if you hosted Minecraft then it's possible that you are not behind a CGNAT
yeah i dont think i am, my public ip starts with a 74, from what i can tell the CGNATS start with 100
is there anything else that could be preventing the server from being accessed?
i set it up through the local address if thats important
Only firewalls and routers port forwarding
its tcp and udp on the router as well right
both

not sure why you got 15000 and 15777 listed, unless thats for some other service your hosting its not needed for satisfactory 1.0
is there a default admin password ?
no
you set it when setting up the server
You can reset the server into claim mode by removing the serversettings.7777.sav
its ok thank you , my friend just did that x)
ok my issue was udp was not open only tcp was
now tcp udp open
I have been assigned server admin on one community, are there any good documents on how to manage server? Is there a way to fetch it's status via REST API?
yes
Seems the server is crashing every time I logout
is it possible that it happens because I have authorized as an admin via game client?
if so, how do I logoff from it
does the server process actually crash?
running on windows perchance?
but it disconects all the players and in game client shows "server apperas offline"
Hey I am having a server version mismatch but I just updated the server, anyone know what could cause that?
linux dediated host on hosthavoc.com
usually people updating with steamcmd who forget to include the force_install_dir parameter so they accidentally made a new install in a different place
I added that, but I don't know if I applied it correctly
you can post the logs or crashlogs if any here, but your best chance is probably to contact support
any example of how the complete command should look like?
is this on windows or linux?
linux
steamcmd +force_install_dir /home/sparxy/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
thanks
I have access to some filesystem manager, but don't know where logs are kept
@clear lagoon Where does it keep logs by default?
crash logs at
install-location/FactoryGame/Saved/Crashes
regular logs at
install-location/FactoryGame/Saved/Logs
[2024.10.10-19.40.55:099][893]LogGame: Warning: BP_MaterialEffect_TrainTrack_C_2147426128::Initialize, No material set.
[2024.10.10-19.40.55:795][942]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2024.10.10-19.40.55:795][942]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: XXXXXXXXXXX:46270, Name: IpConnection_2147439528, Driver: GameNetDriver FGDSIpNetDriver_2147482247, IsServer: YES, PC: BP_PlayerController_C_2147439197, Owner: BP_PlayerController_C_2147439197, UniqueId: Steam:5 (ForeignId=[Type=6 Handle=4 RepData=[CB2F860401001001])
[2024.10.10-19.40.55:795][942]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 81.15.250.105:46270, Name: IpConnection_2147439528, Driver: GameNetDriver FGDSIpNetDriver_2147482247, IsServer: YES, PC: BP_PlayerController_C_2147439197, Owner: BP_PlayerController_C_2147439197, UniqueId: Steam:5 (ForeignId=[Type=6 Handle=4 RepData=[CB2F860401001001]), Channels: 411, Time: 2024.10.10-19.40.55
[2024.10.10-19.40.55:795][942]LogNet: UNetConnection::SendCloseReason:
[2024.10.10-19.40.55:795][942]LogNet: - Result=ControlChannelClose, ErrorContext="ControlChannelClose"
[2024.10.10-19.40.55:795][942]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: XXXXXXXXXXX:46270, Name: IpConnection_2147439528, Driver: GameNetDriver FGDSIpNetDriver_2147482247, IsServer: YES, PC: BP_PlayerController_C_2147439197, Owner: BP_PlayerController_C_2147439197, UniqueId: Steam:5 (ForeignId=[Type=6 Handle=4 RepData=[CB2F860401001001])
[2024.10.10-19.40.55:808][943]LogFactory: Warning: Put down failed because we where never equipped.
[2024.10.10-19.40.55:808][943]LogFactory: Warning: Put down failed because we where never equipped.
[2024.10.10-19.40.55:808][943]LogAkAudio: Warning: UAkGameplayStatics::StopActor: Could not retrieve audio device.
[2024.10.10-19.40.55:808][943]LogAkAudio: Warning: UAkGameplayStatics::StopActor: Could not retrieve audio device.
[2024.10.10-19.40.55:809][943]LogServer: Error: FMultiBindDatagramSocket failed to read data from underlying socket Unreal: SE_ECONNRESET
[2024.10.10-19.40.56:758][ 39]LogStreaming: Display: 0.055 ms for processing 3198 objects in RemoveUnreachableObjects(Queued=0, Async=0). Removed 2 (20355->20353) packages and 4 (35459->35455) public exports.
[2024.10.10-19.40.56:799][ 42]LogGame: Warning: [BeginDestroy]: Unloaded None.
[2024.10.10-19.41.06:114][ 92]LogNet: NotifyAcceptingConnection accepted aggregation: XXXXXXXXXX:1542 (25), XXXXXXXXX:58879 (24)
[2024.10.10-19.41.42:588][134]LogCore: Engine exit requested (reason: ConsoleCtrl RequestExit)
👀 are you sure that's not a windows server?
[2024.10.10-07.01.22:209][240]LogNet: NotifyAcceptingConnection accepted from: xx.xxx.xx.xx:1120
[2024.10.10-07.01.22:550][282]LogNet: NotifyAcceptingConnection accepted from: xx.xxx.xx.xx:1120
[2024.10.10-07.01.22:881][322]LogNet: NotifyAcceptingConnection accepted from: xx.xxx.xx.xx:1120
[2024.10.10-07.01.23:223][364]LogNet: NotifyAcceptingConnection accepted from: xx.xxx.xx.xx:1120
[2024.10.10-07.01.38:187][132]LogSave: Warning: New/Old Root size mismatch!
[2024.10.10-07.01.38:211][132]LogGame: World Serialization (save): 0.526 seconds (game thread)
[2024.10.10-07.01.38:924][210]LogGame: Write Backup to Disk and Cleanup time: 0.005 seconds
[2024.10.10-07.01.38:928][210]LogGame: Compression: 0.699 seconds (background)
[2024.10.10-07.01.38:929][210]LogGame: Write To Disk: 0.005 seconds (background)
[2024.10.10-07.01.38:936][211]LogServer: Display: Server startup time elapsed and saving/level loading is done, auto-pause is allowed to proceed from now on (if enabled in server settings). WorldTimeSeconds = 14401.30
Community manager said they have offered ssh access to the machine, so I would assume it's Linux
can you find the OS: line for me near the start?
since windows would rather come with RDP
LogInit: OS: Windows Server 2022 (21H2) [10.0.20348.2402]
okay, I stand corrected so
there's a bug on windows server with the UDP listener dying when people leave... ... now I'm beginning to wonder if that only happens when people are actually authed as admin 🤔 you can try joining with the player password after it restarts and then leaving again to see if the issue recurs?
otherwise you'll have to contact support since known bug on windows servers
how do I re-login as a regular user?
if you delete the entry from the server manager and add it again it should prompt you for the password again, join with the player password instead
no guarantees that'll fix it, just curious if it has any relation to the issue now
Im so sorry
yep, unfortunate. only happens on windows servers at this time
Im like a doctor in a cancer ward about to tell people what a bad life theyre about to have
UDP socket crash here
[2024.10.10-19.40.55:809][943]LogServer: Error: FMultiBindDatagramSocket failed to read data from underlying socket Unreal: SE_ECONNRESET
any idea when server update may happen - the one with potential fix for that?
and is it still impossible to run server on Linux KVM host?
why would that be impossible
kvm works fine... you just need a host and guest cpu which has the minimum extensions
the default qemu cpu doesn't have enough extensions
I read somewhere that it will not run if using hypervisor KVM for VM
set cpu to 'host' usually works if your cpu isn't from the stone ages
with the state its in just try it and see if you have the hardware available
That's the thing - I don't have spare host, would have to rent some VPS
well at that point you may as well just rent the server from someone
I run linux proxmox host and windows 10 pro vm, no issues
guess I am going dedicated server so
I saw them on some post from beta and thought to try them
I’m running my server on an AMD bulldozer on windows… on a Linux docker container. Works fine
amd bulldozer
that's like ancient over like what? 20 years old now?
wanna see your tickrate in combat lmao
just fine
I mean it would start up, not sure it would perform well... server depends primarily on single core performance and that cpu is from 2015
how many players I could host on it? say with 32-64 GB RAM?
im running it at 30 tps on an x5675
factory isnt all that big granted, but theres been no hiccups so far
server uses about 4 -6gb nominally
Hmm, seems like 6700 is like 10-15% faster
6.5 for me every time
6.49GB to be exact
for a starter save yes, as your factory increases in size more map tiles will load
You'll definitely go out of memory by or during tier 9 with 6GB
server tick rate is locked at 30 unless you manually override it
your tick rate will probably go up on that cpu if you park it on a single ccd
get around 47tps on a ryzen 3600 server
It’s fine as long as the jellyfin server isn’t doing transcodes at the same time or the other couple of web server containers aren’t too active at the time.
Do you guys know some cheap dedicated hosts good for game servers?
Yeah buddy. I got paid $30 in the class action settlement because AMD and the rest of the world didn’t agree on how to communicate how many cores were in their processors… and what are cores anyway? ¯_(ツ)_/¯
Do you mean they caed HT extra cores at some point?
Can’t make this stuff up
SMT*
It runs random server things fine though.
Game servers… media servers… web servers… file hosting/sharing… whatever I don’t want to clog up a daily driver with, I put it on that old beast of burden, and watch it keep on trucking
Thank you everyone for your time. I guess I am banned from playing the game with friends until server get fixed.
Or until I can find decent machine at a reasonable price
any servers i can join?
Not the right place to ask mate.
Looking-for-Group is where you can find communities to join
huh, I always thought my tickrate on my server was always this low but it's literally only in part of my megafactory o_O weeeird
nice chart, what stack
stack?
oh no this is not persisted metrics XD
just live
in my famous "how to not do things" setup: just doing the query server stats every second and sticking it in a 300 line tmpfs file and then plotting that with gnuplot
if you wanted to do it properly you could probably put it in influxdb and chart it with grafana
or something
yeah that's what i assumed
care to share your gnuplot code
wew that's a lotta deps
set title 'Satisfactory Tickrate'
set yrange [0:60]
set ylabel 'Tickrate'
set xdata time
set timefmt "%H:%M:%S"
set format x "%H:%M:%S"
system "curl -s -XGET snip/tickrate.txt > tickrate.dat"
plot "tickrate.dat" using 1:2 with lines axes x1y1 title "Tickrate (Ticks per second)"
while (1) {
pause 1
system "curl -s -XGET snip/tickrate.txt > tickrate.dat"
replot
}
bet it came back stronger than ever. have you tried removing it again? XD
(probably won't work)
the thing with plants is that the base state is all plants are alive. when you join the server it has to send you which plants you actually destroyed. at some amount of destroyed plants the communication just nopes out and your client doesn't know which plants are destroyed
okay
oops i never switched it back to 30
yes. it's a bug
how do i go about fixing it
the only way to fix it is to use a save editor to undestroy all plants and then destroy only the plants you really need destroyed
bruh
yes
how
in options somewhere probably
dont see it
huh
controls in the top left of the map
use the rectangle selection tool, select the whole map, scroll all the way down to respawn flora
flora is the animal life aint it
oh
according to the google:
flora; noun; the plants of a particular region, habitat, or geological period.
..... you have nukes
well, I guess your next challenge is automating nukes XD
well I mean I'm running the gnuplot on my client
which apparently already had it pulled in from stars knows where
I guess you could render it to a file on the server as well...
but at that point..... yknow, grafana XD
(still committed it to my cursed satisfactory-scripts repo for posterity)
the server got really jittery after i loaded that save
for a minute
and still is jittery
should i restart it jsut for the sake of it?
might help idk?
maybe you got unlucky and some creature is clipped into a plant somewhere, who knows
Cluster Nobs are great for flora clearing too, also very cheap
Grafana is awesome… that used to be one of the servers that the ol bulldozer ran. I fed it sensor data from temperature sensors all over my house and controlled my hvac system with a PID control signal for each zone. I don’t have that house any more, so no more reason to run grafana… it was given the axe to free up some more of those (not really) vast resources to run my humble satisfactory server.
Anyone here have any luck using -ini:Engine:[ConsoleVariables]:wp.Runtime.EnableServerStreaming=0
I assumed that disabling serverstreaming would drastically increase the memory usage, but I'm not seeing any difference between on and off. Wondering if I'm adding the parameter wrong in LGSM or something.
I've got a lot of ram (24GB) assigned to the virtual machine that I'm running the server on, so I figured I might as well put it to use. Assuming that it would help, but I could be wrong.
I think the default value is off
lmc
Oh wow, if that's the case than I've been chasing my own tail, lol
after stopping server, deleting all inis and starting server it says this
wp.Runtime.EnableServerStreaming = "0" LastSetBy: SystemSettingsIni
(on the linux distribution at least)
you can check the current value for the parameter by entering it into the server console
do you know the command to check that? I haven't found too much documentation on server console commands. Other than "quit" and "load save"
literally just enter wp.Runtime.EnableServerStreaming
oh well that works, one sec
another one I would consider important is log
because stars is the default log config noisy
yeah, I sometimes pull it from the server and skim through in a text editor just to be able to keep my sanity
neat
@clear lagoon Yeah, you called it. I tried removing that launch parameter, and the value stayed at 0
hi guys, is it good idea to increase server tick rate from 30?
From what I have read, it will only improve things if you have a decent amount of resources to spare. Even then, you probably won't notice the difference
@clear lagoon it happened again
ok, as long as it doesn't corrupt save or make Blueprint maker goes out of whack then, I'm supposed it's okay. I do feel my game is more responsive especially when I jump around the map with Hyper Cannon.
I have a bugged server file, is there a place to submit it to the devs for bug reporting? would a video of the error help?
... guess I should update my log config for 1.0
You can leave feedback on the QA site https://questions.satisfactorygame.com/
thank you! couldn't remember if there was a site or not
i got a odd question...
if someone have a minute or two
how come i cannot reach my Satisfactory server by external ip but i can reach my Vrising,Terraria,Minecraft,Valheim server by external ip
satisfactory server doesn't come with a upnp client. you need to manually setup the port forwards
thank you for the tip!!
realise what is going on
do you not have access to set up port forwards in your home router?
for which ports did you setup forwards for satisfactory?
both
I think you followed an old guide since the server listens only on 7777 TCP and 7777 UDP. nothing else
but... here is the snag though
even though i open the ports... still says they are closed
and i have checked and rechecked and then checked again
so i think the isp is the only choice left
so now my issue is im the only one who can't destroy stuff
your WAN IP as displayed in your router (not using external sites) - is the first number 100 and the second number between 64 and 127?
first is 94
are you running the server on windows? did you also setup the windows firewall rules as in the guide if you do? https://satisfactory.wiki.gg/wiki/Dedicated_servers#Windows_3
I think we did state explicitly to limit your foliage destruction to the absolute minimum needed to clear your factories xD
you can upvote the issue on the QA site
i did
i cleared my factories, went to clear the swamp area i needed again and it did it again before i even started in the swamp
you're sure all foliage was respawned by SCIM?
i selected the whole map
I honestly have no clue what the limit is before it breaks, sorry
dang
if you want you can try the following:
go to a world edge border distant from where you destroyed foliage
quit your game client and relaunch it
join the server again
travel back to your factories without using the thing you unlock in T9
if the networking is smart enough to only sync foliage in the initial login area in bulk this might help
if that works you can experiment with setting up a distant login/logout area with long hypertubes, or you can experiment and see if using the T9 thing works
Hello. I'm having some weird things happen.
First, my server is on the same machine as me. When I leave the game, I have to exit and restart the server so that my friend can keep playing when I'm done.
Also, I've noticed that Malwarebytes is blocking a LOT of IPs that are related to Satisfactory? I have various ports open. 7777 TCP, 7777-7827 UDP, 6666 Both, 5222 Both.
Am I doing something wrong?
satisfactory listens on only two ports: 7777 TCP and 7777 UDP. not sure what's with all the other ports you opened
malwarebytes' probably just blocking internet port scanners. nothing new there 🤷♀️
windows servers have a known bug with the UDP listener crashing when someone leaves, happens very often
Hmm. So I can close those other ports then?
Also what is an internet port scanner?
If they're not open for non-satisfactory things, yes. Like I said: not sure where you got those ports from.
Internet port scanner: There are whole server farms on the internet dedicated to scanning every single IP address on the internet for their running reachable services.
it generally takes about ten minutes between a device receiving a WAN IP and being hit with port scans xD
there's a reason why you have firewalls
Thank you for the infooo
And I had seen on a wiki that we needed those other ports. Weird.
The official wiki has the correct port list: https://satisfactory.wiki.gg/wiki/Dedicated_servers#Port_Forwarding_and_Firewall_Settings
Whatever you found is probably from Early Access, which needed two additional ports. But this is no longer the case since the game released
(and even then the now removed beacon port defaulted to 15000 and the now removed query port defaulted to 15777, so again not sure where you got the other two or that wild UDP range )
Hello everyone , i have found a bug make cause on server to shutdown. When we used the blueprint designer on multiplayer server. Can anyone told me where i can sends this files ?
can anyone help me with setting up ubuntu server
probably a known bug, but you can leave feedback on the QA site or upvote an existing report https://questions.satisfactorygame.com/
Ok if anyone can help i am running a dedicated server on linux mint. I have followed the guide here: (https://satisfactory.wiki.gg/wiki/Dedicated_servers)
I have claimed and added the server from my network as well as started and connected to the server. However trying to test my basic port forward as well as a DNS based connection i get "server name pending" "not authenticated".
I have checked:
• Correct WAN ip
• Correct DNS records
• Journalctl logs
• Admin connection to local ip
• port status with canyouseeme (Filtered)
just to confirm: you are connecting from outside the LAN this server is hosted in?
so I added two other server profiles to test my port forwards. one is the WAN ip, the other is my DNS entry I have setup. both have the same message.
I have not actually tried to connect from outside the network cause i'm inside and a friend has not gotten on yet this evening
If you wish to connect to your WAN IP from inside the LAN your router needs to have correctly configured NAT reflection
ah let me check
this is most frequently entirely unconfigured on consumer grade routers
forgot about that
in addition to the usual port forwarding, obviously
so influx and grafana were pretty easy to setup and integrate
how long does it usually take for a new server to load a save file
my gnuplot literally took 10min XD
depends on the size of the save
yeah but this uses an extra 220MB ram permanently
never done that setup before but I've been considering it
Ok so my friend got on and turns out I have something setup wrong with NAT reflection. It Immediately worked for my friend using the DNS entry 😭 1 hour of troubleshooting for it to just work for him
NAT reflection is an advanced subject. on prosumer routers this usually also requires individual firewall rules for every ip/port you want to reflect
also note that all traffic through WAN reflection is also translated through NAT so you will increase your router load (probably by a meaningless amount if it's just satisfactory, but just fyi)
yeah i run OPNsense which is... overkill to say the least but networking is a hobby of mine. not dabbled to much into NAT reflection cause all my stuff is either only internal or only external.
1sec
Hi guys
Does anyone know if we can teleport players or change the coords of a save file?
with NAT Reflection enabled on the port forward for satisfactory you also need a floating firewall rule like this (but not disabled obv.) - in this example 10.0.0.85 is the LAN IP of the server
a player in the save file*
Yes, using external tools such as the Satisfactory Calculator Interactive Map (SCIM) https://satisfactory-calculator.com/en/interactive-map
I'm here but I dont see the option to change the location of a player for some reason
did you load the save?
c:
Im looking for people to join my server, wether youre a builder, or a optimizer, just send me a dm!
I'm trying to set up mod manager with my indifferent broccoli dedicated server
ive gotten to this point but am a little lost with the intrustions
just saw, thank you
I'm pretty sure this is the first time ever that there is dedicated server support from the modding community so you may have more luck reaching out to them if you have any questions
Considering you have chosen a commercial vendor I take it you don't need assistance in setting up self hosting for your server
is it possible to host a dedicated server, while playing on a different pc? when I try to boot up satisfactory - the game, not the dedicated server - from my main pc, it says the dedicated server is already running on my laptop
Don't launch it from steam. You can only run one steam application per account at a time
The satisfactory server can run fine outside of steam. It doesn't use a session
Has anyone else used AMP to run their server? If not I highly recommend it. Launched into docker in like 3 clicks. Super stable as well!
yep, I just clicked continue and it closed steam on the other rig but the server stayed open
I guess that works too xD
is there a list of all commands I can use? I don't wanna go downstairs just to restart the server/game after changing one setting
Thank you all for your help, I found the file directory location
You're going to want to set up sensible means of remote control for the server. And some degree of automation. Otherwise you're gonna get cardio exercise in when it crashes
set up remote desktop and have it set to only accept connections from your IP space
The server's built in commands are very rudimentary. You can basically tell it to shutdown
it's on my laptop downstairs lmao
eh I'm fine just running down there occasionally
is on windows?
this is the setup
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Console_commands these are the commands as documented. Plus there's some ue5 internal commands you can use
Good luck, mine was on windows too it crashed A TON. I can give you a script to restart it automatically if you want
oh, that would be nice
I'll PM you
You may want to set the server up to run as a service instead of using a script https://satisfactory.wiki.gg/wiki/Dedicated_servers#Automatic_-_Running_as_a_Service
I had a problem with this, it would crash a crap ton and then windows would freeze
i've moved my server to a docker and 99% of my problems have ended
Using NSSM?
Yep
so i just wrote a python script to check and track how many crashes it has as well
eh I'll just play regularly for now, if it crashes I'll look into this stuff
If windows was freezing the server was probably either going out of memory or you were experiencing a hardware issue. Userspace software normally doesn't have the capability to bring the OS down
But using docker is a valid workaround. Not sure how well that performs on windows
it wasn't out of memory, it was something going on with the dedicated server
it works amazing, its been up for 4 days zero crashes, on windows it would crash at least 3 times day
Oh right there's a memory glitch with the windows version which wouldn't occur when running the Linux version in docker
yep
the server is a 8600g with 64 gigs of ram and at the time it was the only thing running, but mad did it make event manager angry
Yeah I just recalled
Meh the windows version has so many issues I lose track sometimes
i think thats what locked up the machine was the amount of errors it threw over and over as it tried to start it
Now i use AMP with Docker and host, 5 different games for my friends and I
Is that like some kind of docker desktop distribution with a built in vm?
you can just get docker for windows
Different name, same thing apparently
but amp is cool because it can post to discord. i'm messing with the api to see if i can get my friends to tell the server to restart from discord as well
That's gonna be fun to keep in mind, people who don't realize they're running the linux version on windows
right
Keep in mind that the server doesn't save on stop by itself so unless amp provides that feature you can lose progress
I can set triggers to perform actions. I'm still messing with the API. It looks like i can do it but I only found AMP Sunday at like 11 pm lol
btw how do I move blueprints from an existing save onto a server?
C:\Users\"account"\AppData\Local\FactoryGame\Saved\SaveGames\blueprints
thats teh default location
just copy it ot the server at the same location
do I need to move them to/from a subfolder or anything?
You might, i've had to do both
You can abbreviate the part up to local as %LOCALAPPDATA%, then you don't need to know the username
i just happened to be in my save file location
The blueprints folder should have a subfolder per session. Works the same on the server. Server needs a restart to pick up new blueprint files
alright, thanks
I just need to make a new blueprints file cuz I think some stuff happened, amd there no longer is one
Reminder to be careful with blueprints and don't use any that leave things behind after clearing them in the original designer
why, will they crash the server or smth?
it can
Yes actually
on windows it might not start up with that
ah interesting
i've had to go edit files to remove makers
They crash the server on dismantle and during the daily restart as well as whenever you try to load a different save
Same issue exists in single player but it happens a little more in multiplayer and servers
As far as you're aware 😛
Not sure how much attention a multiplayer host would pay to a crash report after quitting to desktop xD
If it even shows up at all if exit was gracefully requested first
Hrm now I'm curious
we haven't crashed at all, surprisingly
what tier are you in, do you pause the server when everyone is off?
early tier 6, and I'm gonna have autopause off for now unless it starts causing problems
although up until now my friend has just been hosting by inviting me through steam
it was like 20 minutes ago I logged onto the dedicated server for the first time
Should be fine since the level reloads once a day
Is there any way to change what time of day the server auto-restarts? (Running inside pufferpanel, inside docker - not that it should matter)
It appears to default to 00:00 server time, which would be fine except that translates to 8pm local and it's somewhat inconvenient. And yes, I could fix the server timezone, but midnight is also not fantastic.
Got a question about the daily reset. Is there any way to have the game automatically start again after the reset or does someone have to log in?
it's the interval setting
yes it's poorly named
leave the auto-pause option unchecked?
I do that and every reset it well resets that option
AH. Perfect, thanks! I read that setting as 'number of hours between restarts' lol
any regular person would
dunno what css is smoking tho
Coffee, presumably
well that explains it
I figure they just main line inject coffee into their veins.
Mine does not do this btw, auto-pause has remained unchecked. Just for grins, have you tried removing/re-adding it from the Server Manager on your client?
(you can also delete %localappdata%\FactoryGame\Saved\SaveGames\ServerManager_V2.sav while out of game)
ahh yeah i can try that. see if it works tonight
My server manager save got corrupted a couple of weeks ago and caused the game to crash on launch. Only figured it out by moving everything out of SaveGames\ and selectively restoring files until it crashed again. Sooo might fix it but no promises.
i mean even if it doesn't its not that bad. itll run for a few hours while im at work and i can reset the time to when i get home so won't be terrible
appreciate the tip though
Sorry to cut in, but can someone join my server for like 3 mins so that I can test and see how my hardware handles 2+ players?
sure. i can't stay as im about to go to bed but i can join for a min
pls do
hello i used nitrado as hosting but i cant connect to it at all even if i rebind the port to 7777 instead of using the port they gave which is 10010
can anyone help
Make sure you're using the Server Manager to connect instead of 'Join Game'. Port must be the same on the server as on your client. If they gave you 10010, you should be using that in both. They'll be running multiple servers on one machine so 7777 will either point to someone else's server or go nowhere. If you still can't connect, ask Nitrado support for help.
Make sure you're using the Server Manager to connect instead of 'Join Game'
yes im using server manager
ok. then likely a port forwarding problem Nitrado would need to help you with
if you are willing to share the address and port I have a tool I can use to try to test both network endpoints for you
how do I change the port my server uses? I wanna change it to one that's already open, cuz my router's website isn't loading
use the argument -Port=x to set the ports used to TCP and UDP port x
ill send in dms
sure
What dedicated server hosting sites do yall recommend? We have 5 players max, usually only 4-5 on at a time. Currently one player is hosting but it’s inconsistent when they are available to get on/afk and host.
help my friends cant join my serve but i can this happened after my internet provider did a maintenance in my area
your external IP probably changed. provide your friends your new IP
@clear lagoon interesting thing... when I play from Windows host logging off does not kill UDP sockert, but when I play from Linux via proton it does.
UDP is stateless. The concept of a client disconnecting from a server doesn't exist
People playing with windows clients have seen the same issue and it's clearly a code crash in a custom udp socket implementation from CSS
I am an SRE, I did not mention closing the stream
Just sharing my observation
BTW: I am still logged in as an Admin on windows box
The socket gets a read error but who knows why. Maybe a fragmented datagram? I'm not experienced enough in netcode to know what could cause such an issue
perser should not be killing socket
I think it does on purpose in unreal but that the custom socket implementation from CSS doesn't handle that case so it just throws as well
They made a custom wrapper around multiple udp sockets in windows
The wrapper dies alongside the wrapped unreal socket which is probably an implementation mistake
We'll left with only one option - wait for a patch
Or run the docker version
it is doing it again, jsut got back on
started to clear ym area in the swamp for the 3rd time and the swamp is invulenrable again
Out of my control - as game server is hosted by game server hosting company
If it's specifically advertised as a satisfactory host you can probably cancel on them (and refund) since they can't provide functional service and switch to a different provider
and my community cannot afford second server for the moment
no, we get whole dedicated server where we host multiple games
How does that work if you don't have access to install game servers on there?
They get installed from their panel
So we rent dedicated server from them, but they manage services and everyting on it for us
And their panel provides satisfactory which doesn't work on their servers? Lol
idk what to do cause this keeps happening over and over, making it impossible to build on the ground here
most likely they host just satisfactory on Linux - but as our host is running that winc**p - we are out of luck for the moment
apart from the last potential workaround I offered you here #dedicated-servers message I've got nothing but "wait for a fix from CSS"
this is probably the most foliage dense area apart from the red forest biome so 🤷♀️
the workaround lasts about 5 minutes unfortunely
Any1 wants to share a dedicated machine on split price?
if i played on a singleplayer version of the save then uploaded it tot he server after i wipe it do you think thatd work?
Run from them
If you rent a dedicated server you get ssh to it
Not a sussy panel
no, it's a netcode issue
oh okay
the save file itself is fine. if you load it in single player the foliage will be gone. the server knows the foliage is gone. it just doesn't communicate it properly if too much foliage is gone
and what it doesn't communicate successfully is in default state: foliage existing
not much is gone is the unfortunate part, barely destroyed any
Satisfactory uses tcp, right? For some reason if you play long enough on hetzner server from the same ip (like month) ot will be slowing down for some reason, and getting ping up to 1500
they did push new versions onto staging branch yesterday, but no guarantees that means a patch will immediately follow
no. primary game connection is 7777 UDP
it uses 7777 TCP for part of the initial connection handshake and server status
Oh that's why its spamming in the console every time any packet is sent...
Udp fan / tcp enjoyer

@barren heath check dms
also why would it slow down after a whole month?
yes, datagrams! also you can change log levels of the server
(because holy shit is it way too noisy by default)
I worded it poorly. It usually does with TCP, so i was thinking if that's the case for satis
There is a known bug right now that the server stops taking connections with SE_ECONNRESET when host logs off
btw, the server does not literally implement sockets unless it have to build on a more primitive one from the OS
udp/tcp socket fondation is handled and defined by OS
then handled and setup by unrealengine,
then handled and setup by dedicated server control layer
so it is not a question whether or not there is misshandling or lack of safeguarding from the server manage/control layer
I was just sharing my guess at in what situation these problems may trigger
known bug? im pretty sure devs dont know about it yet, but qa is made fair
devs knowing about it is out of question too, because it's part of patch logs
By socket implementation (from context) we are clearly walking bind() and datagram parsers here
socket implementation is socket implementation, it's a technical term
while technical term can have some room for context, it can't say other things than what it does
the socket implementation is the implementation of the socket itself
and that is very mainly an OS thing
it could be not an OS thing, but here it is.
so I'm clarifying that it is an OS thing here
that's how misinformation spreads, some people will read that and take it literally (as it is supposed to be taken) and tell others that it is not implemented in windows OS when in fact, it is
I also am not supposed to be entitled to say whether or not :
the use was a stretch
or
the author was sincerely thinking it is not implemented by windows
You are just wrong. Read what socket() syscall is doing before claiming things with such certantity.
You are just going off-topic now.
And HTTP API 😉
Server crashed last night, some red message about a socket I restarted the server, but it won't let me connect:
I tried rebooting the host, and launching through steam in case that mattered, it's the same every way I've checked it.
The four loglines you posted do not indicate any issue. initial ticks after save load taking long is normal
I hit ctrl+c and it spammed a bunch of unloading messages, and now its working (it didn't close)
shrug it's working now
What is the Status on Arm Server?
Not supported (so no change on status).
Thank you for the help!
I have searched quite a bit, don't seem to be able to find anything. Is anyone else having problems with Splitters and/or Mergers "lagging" to make a decision on a dedicated server?
Wrong thread for that...
You don't seem to have problem with the dedicated server.
will it ever be supported? any eta
Have you measured an actual throughput issue? I see it all the time and it seems visual
habt ihr eine empfehlung für einen hoster für uns? aktuell bei nitrado, bereits max tarif und dritter serverumzug bei nitrado. spiel läuft aber grottig. vormittags geht es noch halbwegs, nachmittags/abends unspielbar. ping jenseits der 200 und noch schlimmer die tickrate bei 4. man erkennt nicht ob ein band verstopft ist oder nicht, weil sich die items visuell nicht bewegen.
Yes, I have. I have done the math a few times and I am visually able to see productivity measurements in the machines being affected
I did a bit of reading, and that was what I thought was happening, however, the machines aren't reaching 100% efficiency and they should be.
I do see it with Mk6 belts, but nothing else has shown to have a throughput issue with lower than about 1198, or any other (Mk5 and below) belts
kk, I am on MK5, I will keep watching/checking
I see alot of reports of people having issues with lower tier belts, but I have not observed that before. They rebooted the server (stop and start) and it seemed to fix the issue but not sure how your mileage will go with that. Is the tickrate of the server holding a constant 30? I could imagine that having some issue on DS if its regularly dipping below
https://questions.satisfactorygame.com/post/66e9c987772a987f4a8b8a97
Also, are you on Windows? I had historically ran on Windows DS but recently switched to Linux due to the disconnect/offline issue and honestly Linux just seems much more stable than Windows on many different levels
I have tried the start/stop and thought it helped, although at this point I am not sure. Our world is getting fairly large. Every time I have checked, server seems to be maintaining 30 TPS
Been using DS exclusively (never play single player) since it was released way back when and have done full end game base 'playthroughs' of each update
I am hosting on Linux, although I am running it through AMP game manager, and in a container. Not that doing it that way should affect performance.
and I am hosting it locally, so I have 10~20 ms latency between server and I
not running any mods
Quick question, has anyone tried running a server on a Raspberry Pi 5?
no, i ran it in steam and it easily uses 9+gb of ram. so I wouldnt recommend it by rated by numbers
Isnt a Pi 5 ARM?
Game will not run on ARM without emulation and paired with a comparatively slower CPU.. doubt it would run well if at all
https://questions.satisfactorygame.com/post/66eb3a0c772a987f4a8b99e8
Switched to local hosted and the throughput problem goes away.. I dunno - does seem like there are still bugs with visualizations and actual throughput
Thank you!
You can run it on ARM
Oh nvm
It will not run natively on ARM, folks have tried here
Darn
It does run on an emulator, but poorly and crashes frequently
Not finding that post
Oop, sorry added a S at the end
lol, got it, thanks
Your privy to the same public information I am.
I've not seen any announcements to say they will ever add support for ARM but you may keep checking the announcement channel to see if that stance ever changes.
can anyone recommend a hoster? we already tried the nitrado premium version, but we get only a tickrate of 4 in the afternoon and a ping 200+. we are not able to play that way.
I've seen people say good things about IndifferentBroccolli
Has a free trial too
are there any updates on getting the dedicated server to start at tier 0?
Nothing other than they are looking into the possibility.. Honestly not that big of a deal IMO
Just start using normal multiplayer, then upload the save to a DS once Hub is completed
I suppose you could also start a single player, load in, save it then upload it to the DS and have the same effect.. either way two very easy workarounds available. Hopefully they are working on more impactful things
so it works properly if you start self hosted multiplayer?
Creating a new world with dedicated always results in the 'skip introduction' or whatever checkbox being selected when you create a single/multiplayer game on your own. So, start a new game, dont check the box, save the game and upload that save to the DS, then load it - I dont see a reason why it wouldn't work once you got on the ground and can move around.
And yes, normal multiplayer works fine for Tier0 starts
thx. but seems pretty much the same. big drop in tickrate the moment i join
Could be an issue with your network as well, do the other player experience the same issues?
What network quality are you using?
we are 4 in total, everyone experiencing the same. i use a 1gbit connection, evering with cat 7 inhouse, i7-13700KF, 96gb ram, rtx4060ti. i tried running the dedicated on the same machine as my game, working without issues. everyone can join and play smootly. so meassured by this i would exclude network issues on my site. I would also go with this solution, but i am not able to provide it 24/7, so I'd like to outsource the hosting
@dusk stone YES, i came here thinking I had to post something myself. I started a new factory but on a dedicated server for the fist time. Things back up at splitters and going into the sink and storage boxes. This is with MK1 belts. It does appear to impact throughput on the machine. I had the thought it could just be visual but it isn't.
Our network quality is set to ultra on both the server and the clients that connect.
I would not use Ultra unless your hardware can handle it, adds processing load and will decrease tickrate, especially if multiple players are on.. might be okay with 1-2 but any more and I would switch back to Medium
There are only two of us. If i turn it down on the server, would it matter if the clients are set to ultra?
FPS seems ok. HOw can i see the tick rate while in game?
You can check it with server manager UI, alternative is using the API to pull the tickrate and plot it
Last I was testing, server network setting overrides all others and will cause the client to negotiate at the set speed
perfect, thanks
hello, just a not so important question ... but is it possible to assign a color for a user? what i mean is when a user logs on to the server he always get the same color 🙂
Hello there. A friend of mine is setting up a dedicated server on Linux (Debian 12). And he actually can't manage to set the number of players > 4. Each reboot of the serv makes the settings back to 4 players.
Any Idea ?
Damn, he was working on it for the past half hour, without finding the answer, and the moment i post for help here, he solved the problem. Thanks anyway :p
If a mod is advertised as multiplayer compatible does that mean it will automatically work ... Or does the dedicated server need to be modded some how?
dedicated server needs the mod too
Hmmm time to figure out how to mod the wolveix docker 🤔
im not sure if this game is like other unreal ones where you can just copy over the modified pak files or not
youd probably get a better answer in the modding server
...I forgot the admin pass to my server. Not the machine itself of course, just the game I'm playing. I'm the admin. It's on my computer.
But also I just rebooted the machine and suddenly says I need to authenticate.
You can stop the server, remove the ServerSettings.<portnumber>.sav file and start it again to put it back into setup/claim mode. Note: this deletes some settings you set in the server manager (auto save, restart time, pause, server name, auto load session name, admin password, player password, the self-signed certificate)
Any ideas if i can specify where the user folder exists for a dedi server?
I dont want my save files and stuff inside %localappdata%.
Only by creating a symlink from localappdata to where you actually want the files to be stored
anyone know of a bot that can track server status and maybe backup saves?
ah that's a shame
why? are you trying to hide the presence of the FactoryGame folder?
running multiple servers under the same user account / service account.
it works as long as you keep the port numbers and loaded sessions different
i.e. don't load the same save on two instances
yeah, but from a hosting perspective it's really crap lol
Alright. Anyone looking for a Pioneer for their dedicated server?
I'm at end-end-end game and feeling bored alone 😄
600h in game
Would prefer to join on an early tier
I love blueprints
GMT+2 time zone (00:34AM at the moment)
I usually play 10PM - 2PM my time
a commercial provider of game servers would hopefully at the bare minimum run the server instances as either separate users or separate containers
You can use #1201555265942724758 for that
Thanks!
Yeah im sure they do, but even still it's a weird decision to not allow a config option or parameter, but that's just me.
you get that when it gets hit by a port scan, or someone tries to connect over HTTP
nope
I tried pterodactyl the github docker image and i always get encryption token missing i whitelisted the ports that were needed via my anti ddos ( path.net ) firewall
even with a internal VPN ( my friends Server ) it wont let me connect and gives me the error
no I mean that's usually when that error shows up. I didn't realise you were asking for advice for a connection setup issue
oh alr
encryption token missing? are you trying to connect via the in-game server manager?
Please use the server manager to connect to servers, the multiplayer join menu is for joining Epic or Steam friends in their non-server multiplayer games
then you can fill in the IP and port for the server
You're welcome!
Note, if you just got the game, I suggest you play in a regular single player session up until the last HUB upgrade, since the tutorial and intro cutscenes are forcibly skipped on servers
Is there a way to add a second game to my server? I dont want to wipe my originally game so that others can keep playing, but i want to start up a new game and it doesnt seem to want to work.
create a new game
I did that, and it wiped my original game.
wdym wiped
it just creates a new save folder in the save menus
and loads the new save instead
The original game1 was no longer in the list of playable games, only game2
did you go to Load Save
Yeah, thats how i got it back... So is this just a GUI issue, where it doesnt display game1 and game2 to choose from easily?
where else would you choose a game to load than the load save menu?
You say that like there isnt just a JOIN Button on the bottom right... are you going to LOAD every time you go back into your game?
the join button loads whatever save is currently actively running on the server
in other words: you join the server as it is running whatever you loaded on it last
Right, so if i "Load" my new game and while im playing, can others still join the old game, or are they going to join my new game?
They will join your new game. One server instance can only run one game level at a time
well that doesnt answer my original question...\
"Is there a way to add a second game to my server? I dont want to wipe my originally game so that others can keep playing, but i want to start up a new game and it doesnt seem to want to work."
You run the server a second time on a different port number
i.e. if server one is on -Port=7777 you could run server two on -Port=7800
you run a second server
Good to know, not quite how i would have designed it. thanks!
not to be that guy but there is literally no other game that allows that
well thats not true, but thats ok.
what game does
most dedicated servers as distributed to individuals to self-host are usually running one level at a time, i.e. look at valve's source dedicated servers.
commercial providers or "official game servers" tend to be a cluster of very many servers working together as a cohesive whole
anyway, that leads to #off-topic-tech xD
does anyone know why my server completely stops when i disconnect?, in fact it goes offline, however the command line window stays open and doesnt state it was shut down
well shit I think my server has a bad power supply or something
im so sorry
i am running the dedicated server from steam tho
that doesnt matter
you have the udp socket bug, and the fix is to run the server on linux or try a different machine
We have adjusted this too and didn't see a change
How big is the savefile? Kinda interesting its not working on hosted DS but does on a local (albeit powerful) CPU
what does network quality even do
increase bandwidth usage by throwing more information to clients
i had a game crash and when i respawned, my "original" self was left floating in place but i spawned as a completely new character. is there a way to resolve this?
i've tried a few things wrt my server but none of them let me spawn into the game as myself
i had some pretty nice items on me that are hard to get back at this stage of the game
when i created a game how can i reset it again?
You can just kill the other pawn, poke or smack with the sticks
Long term, make sure nothing changed in terms of how you were logged in (Epic or Steam) at the bottom left of the main menu. If you crash out of a DS again make sure to NOT join until the player count drops by 1. You cannot load into an inhabited body and probably didnt time out before rejoining after the crash
wdym by reset
Reset what exactly? The world? Just goto create and make a new one
i assume there will be a death crate but will i get my belongings back?
Yes, all inventory will be in a crate as if you died from a creature/fall/etc
nice i see it has equipped items as well
Ive run into a strange issue when creating a dedicated server on ubuntu, it runs fine in the terminal, but when I check on the game client it just says "This server appears to be offline" but ive been able to ping the server with netstat and ss -plnut to check if ports are open
Ive been swapping between ports 7777 amd 25565 because ive had issues with 7777 even after changing firewall rules
Any help would be appreciated
modding dedi server; dorking google only gives me outdated stuffs, is this stable enough yet?
barely
Fair enough 😂
this game makes my brain hurt
You Award game client uses TCP and UDP on the same port?
dedi modding was working in U8, although you had to be careful in choosing mods. 1.0 modding just came on line in the past day or so, so there's not much of a community baseline to evaluate how well SML works on dedis, although it does nominally work
Ty yeah I had one running back then and just came back around for another play through. Wasn’t sure what the community consensus was atm
Hi I have never made a satisfactory server and I wanted to do it for 1.0. I am able to join the server and I am on the same network as it. However when my friend puts in my IP to find it the server says it is offline. I'm not 100% sure what I am doing here so any help would be greatly appreciated.
I am just on windows 11 and I created the server using steamcmd
Gibt es hier Deutsch spachige Spieler die lust hätten auf Satis?
Die ersten 4 was an das@weichei.at Schreiben bekommen Zugang.
ist ein neustart. soll ein Langzeit Projekt werden.
oder auch hier direkt anschreiben (noch 2 Plätze)
wo soll man das hinschreiben hääte mega Lust darauf
do dedicated servers support mods now?.
If so, was it a new feature that dedicated servers never had until now?
Did you do the port forwarding stuff?
If your friend is not on the same wifi network as the server then you'll need to
i started a multiplayer session with a friend through steam aka without dedi, i now want to start a dedi on my vps so my friend could play when i'm not home. How could i transfer the save files to the server so we wouldn't have to start over again?
yes
you can
you have upload save file directly from your existing saves
truenas scale new version electriceal named, will how support yaml editor, and native docker instead of using kuberneties to deploy docker images
Other way around: modders have decided to start making mods available on the server
Been running into a crash recently on my dedicated server (attached) - it doesn't seem to be the same as the other SIGSEGV (11) crashes as it doesn't mention pipes (for example), so not sure what's causing it 😬
Dedicated Server running on Linux, no mods. I do have a really high latency to the server (>300ms), which has all sorts of fun effects 🤔
Second time I've seen that crash. I'm not sure yet what an mOuterBuildable is yet. Is the server crashing when you do something specific?
Not that I've noticed - crashed once after placing a blueprint, the second time I was about to try and fix an issue with a blueprint I'd placed (conveyor belt wasn't registered as connected).
Hmmmmmmmm. It crashed again the second I tried to interact with the dodgy blueprint.
Yeah you can't fix corrupted blueprint connections. Have to remake it from scratch since you can't fix it in the designer either unless you never cleared the original
Argh.
That connection will be bugged in all copies of the blueprint. You'll have to delete it in an external editor like SCIM
Yeah, that's going to be fun. Thankfully only placed one copy of it.
Did it crash when you tried to dismantle a conveyor or something?
I've had a few crashes - not sure what triggered the original one (happened shortly after placing the buggy blueprint), but I can currently reproduce it by attempting to dismantle the dodgy conveyor, either by itself, or when dismantling the entire blueprint.
Eh no it’s memory loss blueprints cause much ram usage
For no reason
@calm saffron is there any chance you don't mind sharing the save with the crash on it? I literally don't have a single buildable with an mOuterBuildable property so I'm curious if this is a runtime non-persisted property or just something that happens when you build something in a specific way
Sure.
Hum. Attempted to remove the dodgy blueprint with SCIM, but now it crashes on loading the edited save with Attempted to disconnect an already disconnected connection: FGFactoryConnectionComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Build_ConveyorLiftMk2_C_2147458488.ConveyorAny0 <-> FGFactoryConnectionComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Build_ConveyorLiftMk2_C_2147458386.ConveyorAny1
Ah, possibly missed deleting some things 🤔
OK, the fixed save won't boot up on the dedicated server for some reason, but did load up on my Windows machine. Weird 🤔 Gonna save it again then try and upload that save to the dedicated server, see if that fixes it.
Yep, that fixed it. Very strange, but at least it works now.
so far no serious issues for a day with these
one client crashed with the belts mass upgrade tool (on equip) and had to be killed, then he could get his inventory and get rid of the tool (reported to mod author)
(vehicle elevator sometimes does not "unlock" the vehicle when it arrives at the end...expected worse :D)
I think I figured it out. I did the port forwarding for the firewall, but not for the router. Now it’s working
The wiki says the server must be "claimed" before it starts the world. Is that done inside sf aka client? If yes, then that means it's a race between me and all of the chinese ip sweepers
who would waste the time, its pointless
but yes
can always delete the serversettings .sav and unclaim it
Me personally I'm not able to get it to work since it went to 1.0. Here is some context. I am running a Ubiquiti UDM PRO firewall and in there I have set port forwarding rules from my server in both UDP and TCP on port 7777. My local ISP router is set to bridge mode so it shouldn't interfere and my UDM Pro is (since always) being used to do all port forwarding rules. Up till now it was always working, but us with the friends now trying to set it up again....no luck. 1.0 seems to have killed all Dedicated server set-up "easyness" they claimed it was going to be 🙂
so is there still a different port or something to be opened? I have followed all steps and it always used to work, simple windows server, very simple straight forward set-up.
7777 tcp and udp
thats it
ok....connecting to it using my local LAN it works, but none of my friends can connect through my IP. Also checked if port is indeed open and it says it is 🥺 . So even more context : Server is set-up on 192.168.50.184 . Firewall is on local ip 192.168.0.207. On the firewall I have configured ports 7777 for tcp and UDP for the IP 192.168.50.184 . Exactly in the same way as it used to be. Should I delete the old beacon ports?
ps : I am obviously providing them my "whatsmyip' public IP address
Yep, tcp and udp both active
Have you setup port forwarding on your router?
Show the output of:
iptables -nvL
What is your subnet-mask?
what do you mean by "firewall is on local ip .."
usually we talk about the firewall of the server machine
so it does not have its own ip
it's the ip of the server machine