#dedicated-servers
1 messages · Page 121 of 1
you still need to open the server machine firewall
did you use the right wiki ? (satisfactory.wiki.gg)
is 8 gigs of ram enough for two players and bunch of factories spread around the map? i have minecraft server running on the same machine, so sf server can't use full capacity of installed ram
How can i join my friend server by ip?
they have to send you their server ip and port
then you can add the server in server manager menu
server ip is the only way to connect to dedicated servers
if it's not a dedicated server it's better to connect through steam or epic games online list
can i run it in my computer?
you mean becoming the host by running the server on your side ?
My friend need to install steamCMD too?
only one dedicated server is needed anyone that can connect through internet can simply use the in-game server manager menu and add it
the complicated setup is for the the dedicated server itself
if your machine is performant enough yes
it's as hungry as running the whole game again on your computer (cpu and ram needs)
and if you don't have network hosting restrictions *
(depends on your internet connection plan and service)
(but there are work arounds usually)
you can check your internet ip if you want to make sure it's possible
Hey folks, I have a dedicated server hosted in a EC2 instance. Port 7777 is open for both tcp & upd. I normally have no issues connecting to the server. Every now and then I have issues connecting to the server. My friends are able to connect but when I view the server manager it shows my server is offline. This persists after restarts and restarts of the ec2 instance. Does anyone have any idea what may be going on?
when my frind add my server it's said my server is offline
Is dhcp lease set to pernament? The router could be changing it's local ip. Just throwing suggestions
did you :
give him your public/internet ip
forwarded ports on your router
opened port on your pc (server machine) firewall ?
that was what I was heading to
I'm not very knowledgable in networking but I'm a bit unsure about the connection of dhcp and dns
Do you mean the public IP of the ec2 instance is changing? I will double check but I have a cron job that is supposed to call out to duckdns to set up a domain with the new IP when the instance restarts.
Public ip will change monthly/longer if you didn't ask your isp for a static public ip. But I mean local ip (192.168.x.x)
I'm saying local ip because from what you said, only you have the issue
I meant about dns expire
it's a dns dns problem
but triggered by DHCP lease renewal
That'd explain it
I mean
when it setup the dns it will punch dns caches
but if your dns ttl is too long
your computer will have the old one cached the whole time
make sure your dns ttl setting is not something stupid like 84600
there is a zone ttl and per record ttl
Is this what I'm looking for? In DHCP option sets?
it's not a DHCP thing
it's a dns thing
IP change (dhcp)
then dns updates
but client still use old dns address
for dns ttl duration
dns ttl is how long internet should remember your dns record as is
Is public ip is ipv4?
That makes sense. I just dropped the public IP of the instance into server manager and it was able to connect. So I need to rethink how I handle the duckdns domain.
it can be both ipv4 and ipv6
but you usually want ipv4 because ipv6 is more complicated and changes a lot
(for ipv6 you can use dns services, but as you can see with Qui problems it's not always straightforward)
you usually can set the ttl with the record settings
set < 30min
(1800)
Okie dokie, I will look into that. Thanks, I appreciate the help.
something like 5-15min should perform nicely
you can go down to 1min if you want to be safe
i need to forward port?
Yes
opened port on your pc (server machine) firewall ?
is this mean make TCP UDP?
there are no breaks to be had with this game
I am having the strangest issue with setting up the server. Im running ubuntu and the server is running in the terminal but the game client shows the server as being offline. Ports are open and listening, but I opened terraria and connected with the same port and ip and the terminal flagged those connection attempts. Is this a problem with satisfactory detecting my server? Ive checked the wiki and subreddits multiple times but no one seems to have this same issue.
are you connecting with local or public ip
both, neither will work
have you tried hitting the api
i have before, ill try again though since ive changed some things
It is failing to bind the api server socket :/
Thanks for the heads up lol
I think that message is normal actually
it does say after that server api is listening an the correct port
Hello, I have a very strange problem suddenly?
Last night while I was sleeping, my buddy said that he saw an Explorer showing up in a part of the map neither of us had been to.
When he got there, there was no Explorer, but then the game crashed on him. When he got back into the server, he respawned with nothing on him.
When I look into the files, though, his old body isn't there. As if the game files don't register that body. However, when we start up the game, you can go to his original body.
So for some reason:
1: Friend respawned after crash with no items, but Satisfactory Calculator can't see the original body. However, body appears on compass and map.
2: There is an Explorer supposedly in an area where it's not. However, the Explorer is listed as a Truck on the compass.
3: I've also noticed that map icons we placed are truck symbols instead of the symbols they were supposed to be originally.
4: The phantom Explorer/Truck does not show up on Satisfactory Calculator.
my server also crashed and I lost my body
we killed my old body and got my stuff back
Okay, that could maybe work.
I am curious about the Tractor/Explorer though.
I'm actually realizing they are both there. I just noticed on the map an arrow icon under the Explorer. So for some reason there's a phantom Tractor and Explorer on the same exact spot.
:/
Try loading up one of the auto saves?
I've been hosting my server via. Docker Desktop for about a week now, haven't had any issues. If yall running Windows, Docker is good
the lan ip of the machine the server is hosted on
which one to put in ? ipv4 or public ip
I just said
the ip of the machine its being hosted on
the local ip
like what is ipv4 or public ip
thats like asking should I buy a car or a honda civic
ty understand now
What happens when you try to connect?
_ _
Did you try connect using the Server Manager? I've noticed if you try to connect directly, it doesn't work
mm
the port is open
Did you check your server logs? Maybe it's stuck somewhere
docker is fine for the most part
the server just softly died in the middle of the night or something
still running but couldnt connect
had to restart it
Ive seriously never had this many issues with a dedicated server before
I dont even think ark was this bad
That's definately docker tho, maybe your compose file
im just using wolveix same as everyone else
should be
Your "Logs" in docker doesn't show anything?
You went to the "Files" tab in that screenshot
well now they dont because i restarted it
Well we'll see what happens now
can you even change like server launch args without deleting the entire container
I use docker-compose to do that
I dont launch my containers in the desktop
Zip your folder for backup and make a docker-compose.yml file in the server's root directory
Is there like a "Code" command for discord?
three ticks
satisfactory-server:
container_name: 'satisfactory-server'
hostname: 'satisfactory-server'
image: 'wolveix/satisfactory-server:latest'
ports:
- '7777:7777/udp'
- '7777:7777/tcp'
volumes:
- 'D:/docker/satisfactory:/config'
environment:
- MAXPLAYERS=4
- PGID=1000
- PUID=1000
- ROOTLESS=false
- STEAMBETA=false
restart: unless-stopped
healthcheck:
test: [ "CMD", "bash", "/healthcheck.sh" ]
interval: 30s
timeout: 10s
retries: 3
start_period: 120s
deploy:
resources:
limits:
memory: 6G
reservations:
memory: 4G
That's my compose-yaml
You can change the volume path to whatever
That's where the files are gonna be stored
At this point im not sure I care
Ive spent hours and hours and hours trying to get something in some usable state so I can actually relax and enjoy this game
im so done with everything
You gotta be trolling
Just grab the compose file, stick it in there
Change the path
Right click inside the folder, open up your terminal, type "docker compose up" and your server will start.
Then transfer your save file to it
Takes like 20 seconds
what is this going to change for me
did you closed terraria then before starting satisfactory server ? did you opened both udp and TCP ?
I have no idea cuz idk what you started your server using
I used the run button
Bruh, you're not giving ANY information to help troubleshoot your problem. Not even server logs
It's not a problem with the game bacause only you one having the issue
It's YOU
I started up my server and been using it with 0 issues. It's been restarting daily, I've used satisfactory-calculator and did some save editing numerous times..
I feel anyone that ever has issues with this dedicated server just have improper configuration
Yes i did and tcp/udp for ports are open
youre delusional if you think that
a local machine ip is almost always local
the server machine ip is listed in cmd ipconfig on windows
or you can go to network settings and show details
I mean there are some game physics problems that tend to be triggered more on servers (hello hypertubes)
but it's often aggravated by the user lack of understanding (reconnecting too early etc)
also default network settings really are not enough)
I guess my save file hasn't scaled large enough to encounter any issues as yet
Strange. I just completed the game running dedicated server in docker with Wolveix image and had zero issues.
I think he's trolling at this point. I gave him a possible solution and he denied that it would work instead of just trying.
My fault.. he/she
I mean this channel is not for bug reports
You mean the subnet mask of the server machine?
Ok and the server machine firewall is the windows firewall? They are all open, and the ports on my ubiquity firewall as well.
EXTRA TEST : I have re-enabled the ISP's router to test something (enabling DMZ), and even whilst doing that I'm still not able to connect to it using my public IP 🤔 intriguing but frustrating
it's getting worse
you just said put something in dmz that is not even on the router network
that's simply not possible
You can't connect to an internal machine with a public IP.
especially across an other router
is anyone getting a version mismatch?
just did app_update which tells me it's up to date
Restart server.
ive been doin that. even restarted the vm
update harder
How is this server running?
you probably "updated" an other directory then
perhaps yes. i had specified a custom installdir
thanks for the clue
Ok I will post up some screenshots of the setup 🙂
that's exactly what it was Sharklienx
thanks. i been blind
Here are some screenshots --> Ubiquiti UDM Port forwards
actual IP of windows server machine
you only need 7777 tcp/udp
Removed the old ports all together from the firewall, still no luck
Me I am able to connect using the windows server machine IP, that is no problem, but to the outside world
there seems to be an issue still
other people cannot connect?
Exactly
it keeps saying 'authentication pending" of some sorts
and port checker says port is open
this may sound strange but have you tried ports other than 7777?
No not yet though
you may want to try a different port, 12345 or something non-similar
if youre really out of options
ok and configure that one for Satisfactory in the UDM Pro firewall and then try it
hmmm so weirdly enough
hold on I talked too soon maybe lemme check something else first
ok no for some reason I am unable to get the 12345 port to be opened
added them to windows firewall on server machine, to the UDM firewall
but unable to see it open through port checker
is the server running with that port
euhm euhm
I think I might have something to still modify there I guess? What exactly should I modify there?
euhm I usually just click the .exe :p
wh
where do I have said port?
you should really be using a launch batch file
ok and in the batch file like the ones I see online I specify to which ports it is starting up
yes
windows
You need one udp and one tcp rule to port 7777.
Then you have to open for tcp and udp port 7777 in firewall on the Windows VM too...
did DediServ finally get love?
Ok so now I have tried : .\FactoryServer.exe -log -unattended -Port=7777
I've got port forwarding setup on my router and a port check query in powershell confirms 7777 is open for my local (LAN) IP, but if I use an external port checker for my WAN IP it says it's closed. Reasonable to assume the issue is maybe at my modem level?
server is running, can again connect to it locally but outside nobody can join
That actually could make sense I guess? I am just not to advanced enough as far as networking goes to say yes or no 🙂
And it's still not working
You need one udp and one tcp rule for port 7777 to server 192.168.50.184.
Then you have to open for tcp and udp port 7777 in firewall on the Windows VM too..
did you try on the new port
because you need to host the server on it for it to be open
like wtf are these dudes updating their entire fricking config pages and whatnot
OK OK OK! starting it up under 12345 port actually works
I STILL HATE NETWORKING, thank you very much for your assistance @frosty gale ❤️
pause
okay i finally have everything working but i'm missing one last piece which is i'm struggling to up the playercount from 4.
On my machine hosting the server, I navigate to %localappdata%\FactoryGame\Saved\Config\WindowsNoEditor\Game.ini
and I add
[/Script/Engine.GameSession]
MaxPlayers=10
Save, restart server, but the server still shows max playercount = 4.
Is there a different directory with another game.ini file I'm supposed to be editing for the server?
(i installed the steam dedicated server)
like specifically i see some guides referencing this path <installation_directory>\FactoryGame\Saved\Config\WindowsServer\
but that directory does not exist under %localappdata%. \Saved\Config\ contains only WindowsNoEditor and my suspicion is that's the client directory and not the server dir
unless i need to create that directory
Okay this language appears in https://satisfactory.wiki.gg/wiki/Dedicated_servers
NOTE: Server ini files may not be saved/generated until the server is closed gracefully for the first time, e.g, by using the console 'quit' command, or sending SIGINT to the process.
Gonna try this now
No change in behavior, manually creating the directory
Hi all, any experts around. I have a issue with dedicated server that crashes after running fine for 7 days. the problem seems to be blueprint related if I want to delete a blueprint place in the world the server crashes, tried to reroll to previous save but crashed as well then. error: [2024.10.12-][686]LogWindows: Error: appError called: Assertion failed: mConnectedComponent->IsConnected() [File:C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGFactoryConnectionComponent.cpp] [Line: 135]
Attempted to disconnect an already disconnected connection: FGFactoryConnectionComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Build_ConveyorAttachmentSplitter_C_2144059516.Output2 <-> FGFactoryConnectionComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Build_ConveyorBeltMk1_C_2144059448.ConveyorAny0
Manually created dir, dropped game.ini file in it, set both to read only, server still only shows max playercount = 4
which user is it running under
tho that shouldn't matter, it runs off the inst dir config
like specifically i see some guides referencing this path
<installation_directory>\FactoryGame\Saved\Config\WindowsServer\
but that directory does not exist under %localappdata%
🤔
what does installation directory mean to you
SOLVED, the directory that is commonly provided in like every wiki article is wrong if you're using the steam client, path is \Steam\steamapps\common\SatisfactoryDedicatedServer\FactoryGame\Saved\Config\WindowsServer and that WindowsServer folder should have a bunch of files in it including game.ini
lol
gtfo here with this local app data folder
nobody said appdata
many people are saying it!
should've read the wiki
i've got your wiki right here
the config files page?
how dare u sir
that's a different thing
no u
k
Wrong folder. That is not the folder for a dedicated server.
It wiki clearly states server settings FILE, that is indeed not where the config files are.. always has been with the install. AppData is only the server settings, blueprints and saves
prob got them confused, it's fine™️
would've helped if they read more than only what they circled tho lmao
Is it possible to load a single player world file into a dedicated server?
yes
Cannot sample foundations or walls with MMB?
Unable to deconstruct or sample foundations or walls, please advise.
relog?
restarted my own computer and the server, can't deconstruct or sample a foundation that i have not placed in the last 10 minutes.
So our server has good ping (sub 50) and a tick rate averaging 59, somehow the server is using 20g of ram and we are getting a lot of teleporting when moving slightly fast. Does anyone have any suggestions? This is setup on a dedicated pc with more than good enough specs. basically brand new world
there is something very wrong if a brand new world is 20g
20g ram is what 2400h saves with multiple times the unreal engine UObject limit broken does
are there any tools to check the save files for an issue?
it does not strictly speaking check the save file but you can try satisfactory calculator interactive map
https://satisfactory-calculator.com/interactive-map
ps do not look at the screen while loading so no spoil
but I would recommend starting at the start : look at your server system monitoring details
where the ram really goes etc
20GB total is normal 20GB game only isent
No it isn’t. Lol
checkmate
well to be fair it also depends partially how the server is set up
entirely depends on how you run it
if its networking only then yea 20GB is crazy
if its also actively doing stuff with the game itself or running the game itself in anyway its gonna be way higher
So been running a sever for about two weeks now and then today it seems that it wont boot up anymore. Has there been a change that has impacted everyone? I'm trying to find where my boot logs are cause the terminal window closes so fast I can't see where I'm getting hung up on.
find it yet?
@robust patrol hold ctrl when placing
My brother in christ ive never once spoken in this channel or even this year
ope wrong ping ty
@grizzled trench
have you tried just connecting normally
anyone wanna play
so i am getting ENCRYPTION_TOKEN missing how do i fix that
So i've tried searching for this here, but discord is a crap way to do a help forum........
I've bought dedicated hosting from GTXGaming. Server runs fine, but every time I as admin disconnect, the server appears to go offline. GTXGaming's server manager shows the server still actually up. Googling turned up quite a lot of folks having this problem.
However, I can't find anything definitive as to if there is a workaround, and if so, what it is. Anyone got any ideas?
use server manager
Hello, I am currently facing an issue with a dedicated server
I have opened all the necessary ports in both TCP/UDP
I have created a server for 1.0 similar to how I did it for 0.8 (which worked back then)
However after I connect I receive an SSL error message, my client is still connected to the server
then, as it is the first client to join the server, I should be asked to claim it but get this instead:
This server has not been claimed. You need to complete some setup steps before you can connect to it. You can go back to leave it as is, but be aware that you won't be able to join until the server has been setup.
Anyone got any fix ?
Hi, my friend made a server last week. Tried saving blueprints but nothing happens? It doesn’t crash but it just doesn’t save I have checked log files and it’s empty where our server is
Hi there. Am i the only one that have this issue?
I'm connecting to my dedicated server, no problem. I play half an hour or 2 hour, but if a leave the game and then relaunch, the server appeared offline.
I'm forced to stop the server and launch it again.
I have enabled the auto pause option and the server run directly from steam and NOT SteamCMD.
Is it a common issue that when destroying a huge blueprint, the dedicated server crashes? (I'm digging throu the logs for something meaningfull to provide here)
@earnest kelp you are not alone
The error (as a picture because character limit)
clearing in the designer works, but destroying the blueprint in blueprint mode after it was placed causes the crash.
I've spent like 3 hours making this blueprint and I can't even use it??
Hey all, ive just started up a server in linux, and have waiting for the final message to pop up saying its up and running, ive then typed in my ip address and its on the default port and im met by this screen
Any idea how to get into it? 😄 before ive typically been first one to connect andd its been fine...
are you using the servers local ip, or your networks public ip? if the latter then you need to set up port forwarding
local ip, havent port forwarded yet to share amongst my friends, just setting things up first
are you able to ping the servers local ip from your device?
yep
Pinging 192.168.1.127 with 32 bytes of data:
Reply from 192.168.1.127: bytes=32 time<1ms TTL=64
Reply from 192.168.1.127: bytes=32 time<1ms TTL=64
Reply from 192.168.1.127: bytes=32 time<1ms TTL=64
Reply from 192.168.1.127: bytes=32 time<1ms TTL=64
Ping statistics for 192.168.1.127:
Packets: Sent = 4, Received = 4, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 0ms, Maximum = 0ms, Average = 0ms```
it says not authenticated, I've had this issue before, what helped me was delete the server from the list, readd it, and authenticate the certificate, maybe try that?
yeh have tried that, doesnt even pop up with authenticate the cert
which is strange
oh well, ill try deleting the VM and starting up a different distro, its worked before on fedora as its just SteamCMD
I would recommend using SFcheck.py to check if the server is even reachable
if i hit issues on this vm ill give it a go
https://github.com/dopeghoti/SF-Tools this is what I meant
Yeh ill check that out sure, its weird, ive not really had this problem before 😄
yep thats fine, just didnt like fedora
I have a server and it is 6 GB which I have been playing a while and I am now at 5.19 used. Is there a way to lower my usage so I don't go over?
I think the wiki only says it supports Ubuntu, Debian and Windows no?
it does yeah, but it should support fedora if lib32 stuff is installed, ive done it before on fedora perfectly fine, just seemed to have an issue this time around
the bigger the world, the bigger the ram usage (more players also adds to the ram use)
I am a lone player on my server. But I do have a very large world now. I was just hoping there was a way to make it not cost me more. LOL but I did restart it and it droped now to 4.61 from 5.19. so that helps LOL
@tiny helm I see you mentioned something about blueprint and dedicated server crashing. did you fix your issue
nope, I'm just avoiding placing my blueprint
but your server is running again?
100% same here. I have loaded previous save but crashed again
will try something again soon to see error log
the server boots up fine for me, just placing the blueprint and destroying it kills it (something to do with pipes mk2)
ah ok, thanks for info
I mean, the ram usage is very stable so you still have some time before it's near crossing the 6gb line
Is there any step by step guide for Epic Games Dedicated server Setup ? on the wiki its only redirecting to the add-on ? how to config and setup a game ?
you mean to allow for epic player to join?
to install it , i mean do you need a third party server or Epic is offering directly a dedicated server option into his add-on
turns out I have a corrupted manufacturer in the blueprint, I'll just rebuild it in the blueprint
Has anyone figured out how to implement the changes here for Linux dedicated servers?
https://satisfactory.wiki.gg/wiki/Multiplayer#Engine.ini
I'm using wolveix/satisfactory-server on Docker, but I suspect the problem I'm having is universal for Linux dedicated servers.
I found the .ini files in /config/gamefiles/FactoryGame/Saved/Config/LinuxServer inside the container - however, the server always overwrites Engine.ini at startup so those changes don't stick. The Game.ini and Scalability.ini changes do seem to stick, interestingly, even without setting readonly.
I have tried setting the Engine.ini file to readonly (chmod 444 instead of the default 644 so the owning user no longer has write access) but then the server throws an error at startup and skips the file entirely because it can't open the file for writing.
All my play is on wired LAN here in the house, so plenty of bandwidth, but I can see in Task Manager that server>client traffic never exceeds the default of ~200 kB/sec (~1.6 Mbit/sec).
Hmm, I may have a lead, looks like the container actually does some dynamic generation of Engine.ini each time based on env vars. Will go looking there
how do you know that, does the error log file tell you that?
I just found out that when I dismantle the manufacturer, the game crashes, but only if it's a specific manufacturer
also now I can't load an older save lol
yeah fortunately once it happened to me I made a copy of the save files before I placed the blueprint. I also logged ticket with satisfactory, but not sure what the ETA on tickets are
so am I screwed now?
you sure you dont have older version of saves somewhere where the blueprint not used yet
not sure if you are screwed lol, maybe someone more knowledgable can advise 🙂
I do, but way too much stuff has changed that I'm not gonna do again, also my error:
I'm attempting to delete the manufacturer in satisfactory calculator and load the save
it seems to work, gonna do the same but on the blueprint designer
worked
overwritting server's save file and blueprints
server loaded the save without issues! :D
You might need to use startup arguments instead
Bro your bio has ridiculous domain name
What changes do you want to do?
Hello! Does anyone recommend me a website to create a server?
you mean to buy a server?
yes!
Ive seen some people recommend indifferentbroccoli
Hello. I setup my server, open ports, check connection. We play with friend until 08.10. Now we try to continue, but friend cant connect to server. Server hosted in my own network, it have no changes.
Can anyone help?
[2024.10.13-18.40.26:333][ 69]LogGame: Error: Network Error Recived: Type: ConnectionTimeout, MSG: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 60.04, Real: 60.04, Good: 60.04, DriverTime: 522.11, Threshold: 60.00, [UNetConnection] RemoteAddr: 213.22.6.32:56954, Name: IpConnection_2147461477, Driver: GameNetDriver FGDSIpNetDriver_2147482247, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID```
thanks!
are you forwarding tcp and udp on port 7777 (or whatever port you chose for your server)
yep. both protocols, and old ports from update 8 also opened
it works until today
and what does your friend see
you tried like restarting the game/server
yes
and hes joining via server manager
More than 33000 hours and counting 💪 production in progress.. Around 1.75MWatt a year.
1.75 megawatts to run those 3 servers
lmao
Hi everyone! I host a server on my homelab with a reverse proxy (Nginx Proxy Manager + Cloudflare) and I also have a FQDN (satis.domain.io)...is it possible to connect with my FQDN or only the IP? I try to make it work but I just can't figure it out for this game!
you can definitely use a normal domain to connect
i assume a subdomain would also work
ok...I'll try to figure out how to do it...probably an nginx setting I'm missing! loll! thanks for the answer!!!
idk is it normal?
[2024.10.13-19.03.34:358][508]LogNavigation: Error: FGCritterNavMesh-Critter> Failed to add tile (76,-28:5), 4096 tile limit reached! (from FRecastNavMeshGeneraator::AddGeneratedTileLayer)
[2024.10.13-19.03.34:358][508]LogNavigation: Error: FGCritterNavMesh-Critter> Failed to add tile (76,-28:6), 4096 tile limit reached! (from FRecastNavMeshGeneraator::AddGeneratedTileLayer)
[2024.10.13-19.03.34:358][508]LogNavigation: Error: FGCritterNavMesh-Critter> Failed to add tile (76,-28:7), 4096 tile limit reached! (from FRecastNavMeshGeneraator::AddGeneratedTileLayer)
[2024.10.13-19.03.34:359][508]LogNavigation: Error: FGCritterNavMesh-Critter> Failed to add tile (76,-28:8), 4096 tile limit reached! (from FRecastNavMeshGeneraator::AddGeneratedTileLayer)
everything in the log is normal
over 10k strings of this error
yea thats fine
ok thanks
Depends on your nginx version.
You need a stream-proxy (because it's not (pure) HTTP)
See #dedicated-servers message
and https://nginx.org/en/docs/stream/ngx_stream_core_module.html
for reference
@frosty gale sry i fix it. some troubles with vpn filter
@hidden forge oh! nice! thanks a lot!!
Anyone know if programmable splitters are fixed in 1.0? (super buggy in early releases, would mix up parts and not save settings)
seem to work fine on my server
It's the same. DNS will always translate your FQDM to an IP adress anyway.
I had a server connected and working initially when 1.0 launched, there was a game update on my computer so I updated the server. I can still see the game (internally and externally), but externally it is saying "Not Authenticated" and the popup continously shows "Connection to server has been lost" (when connecting externally). Connecting to my internal 192.168.... IP address works fine. Any ideas?
Looking to make the changes listed in that wiki link to increase the game engine's cap on network throughput between server and client from the default setting
how many hours does it takes to load ?
how many gb of ram ?
aren't them basically running 24/7
it would work
keep in mind reverse proxying have almost nothing to do with game servers
I need someones help in checking if they are able to connect to my dedicated server
currently running a dockerized server and exposing it through playit.gg service
im able to connect through the URL playit has provided but my friend is not able to
Yeah I'd like to help. I am interested in this service also! Never heard of it
Pterodactyl node (VM), 24GB assigned, around 16GB used, 3 of 4 running 24h/day. 2nd Pterodactyl node in another location in case of failover switch.
shoot me the address and I can test for you
thank you @sage ledge & @quick mist for the help 
It wont work if you have cf proxy enabled
Have to make sure the little cloud icon is greyed out for the satisfactory subdomain
Make Esc work in the blueprint designers!!!
Is there a way to mod dedicated servers?
yes
Put this in your Docker Compose file under Environment.
- MAXTICKRATE=60
Or if you run in one-liner...
--env MAXTICKRATE=60
what's a good place to host a dedicated server for playing with a couple of friends?
a good spare machine
I'll try it, thanks. What benefit does raising the server's max tick rate give?
EDIT: Tried it, not much benefit I think when tick rate is already dipping into the mid-20s on this late game save and rig (EPYC 7302p). If anything, it seems a bit more stuttery and rubberbandy but that could be coincidence
I just nuked and rebuilt my dedicated server, making sure it was a fresh install, because I messed up the initial game/save creation and skipped the guided mission tutorial. Now whenever I add the "new" server to server manager, it shows the old name, and doesn't let me activate the server, it just keeps asking me for a password that doesn't work and I can't edit the server at all. How do I fix this?
It did let me join the server and our progress was still there...not sure how that's possible. I just want to start from scratch but seemingly broke something.
Apparently starting at tier 2 on dedicated server is a known issue, however, I still can't seem to figure out how to wipe our progress and start from scratch..after completely nuking and reinstalling the server, and nuking any saves.
And because of this, I'm now locked out from editing the server at all because the pw doesn't work anymore...the game client or server thinks its an already claimed and pw protected server for some reason.
are you using linux or windows binaries
windows, and the cubecoders amp server manager.
when i deleted the server i made sure amp completely deleted all the data, and i manually deleted the save fiels in %appdata%
you need to delete the server settings file in appdata as well
The server no longer has the _1, and is a fresh install, yet when I add it back to server manager in my client, it uses the old name and acts like it's already claimed and pw protected. So it seems like my client PC may be caching this info somewhere, but I can't figure out where.
I complete deleted the Satisfactory folder from %appdata%
and youre using amp?
does AMP use docker
optional, and i didnt opt to use it
can I have your server ip?
DM'd
I even deleted the FactoryGame folder from my game client pc, still thinks the server im adding to server manager is claimed and pw protected
you did not successfully delete your server settings
where all could they be, under normal circumstances? I can't find any trace of "satisfactory" or "factorygame" on the hosting box after deleting the server in amp, it completely removes the install directory too.
well they should be in \AppData\Local\FactoryGame\Saved\SaveGames
and then its ServerSettings.7775.sav
thats where the server stores its entire configuration
\AppData\Local\FactoryGame\ was deleted earlier in an early attempt to fix this, from both machines. It's still missing from both machines.
now it could be possible amp is storing it elsewhere
in fact verylikely so assuming youre absolutely positive its gone
I'll search for ServerSettings.7775.sav
Nothing on either disk on the hosting pc
amp might be virtualizing it in some sandbox or docker and its being stored there then
I would imagine if that's the case, it would have been deleted when I deleted the instance/server from AMP. The delete notice implies as much.
have you tried using like amp file manager and searching for it
yes, i also confirmed that file browser is tied to an actual directory, D:\AMPDatastore\Instances\TDB_Satisfactory01\satisfactory\1690800
When I deleted the server earlier, it nuked that whole directory.
In fact, I've deleted and reinstalled 3 times now lol.
is there a config folder in datastore
i mean like D:\AMPDatastore or D:\AMPDatastore\Instances
is there a folder called config or .config
it might be hidden
none that i can find, and showing hidden files
can you search inside the ampdatastore folder for the server settings file
Wow...I just figured it out, with some advice from the amp discord. Put simply, AMP is storing the save files in some system or network account %appdata% and symlinking to it so they're only accessible via sftp or the amp client file browser, not windows explorer
and thats why I dont use amp
They say its because of how satisfactory saves those files, but yeah, it does seem like amp handles that oddly.
Apparently, AMP doesn't run as the logged-on user, so that's why.
My friend cant join, says unable to join backend session?
due to it being enabled by default, is it better to have Auto Pause setting disabled or enabled? i feel like disabled as the factories would continue producing even when no one is online
My question would be do you want your computer act like a space heater when no one is doing anything on it?
i'm not running it on my local computer, i'm running it on a vps i rent out
would server run better with a gpu or is it all cpu bound?
CPU only. Server does not render any graphics
😢
And this issue is only for windows server via Steam or it also happenned with SteamCMD server on Windows and Linux?
I thought maybe it's because the server is locally hosted on my PC.
im using steamcmd on windows dedicated server so yeah....
i never had this issue before
Before 1.0?
before 1.0 yeah
i read on reddit that it could be because since 1.0, dedicated server use only one port for all (7777 by default). 15000 et 15777 are no longer used. i hope CoffeeStain are aware of this! u_u
Its a common bug, if you play on the same machine as your dedicated server. Maybe try the docker version, as far as I know, ppl had success using it instead.
how to fix connection timed out?
yesterday my friend can join server but rn ip has changed and can't join
I try check port foward TCP UDP everything
The website say me that it don't work, but it work. Try the https:// yourip:7777
Its should return {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""}
like this?
Did you restart your server already? Just in case.
already it's still offline
Ok, and double check your friend is using your correct new ip
^
still can't connect
it's said offline
Did he remove the server and add it again with the new IP?
Because you can connect in the browser, it looks okay on your side.
try like this, better :3
I'm running at 90 now and it seems like there is more graphic to the game. Visual improved. Better effects and so on.
the main interest is more consistent physics/response to player actions
especially if you are a fast builder/ have high apm
still don't work
when you mean new ip you mean on the local server machine or new public ip ?
the new public ip must be given to your friend and the router rule must be with the local ip
if when the local ip change the router rule does not match anymore you can set the server machine to have a static one in the router settings
i mean public local still same
public and local are not the same at all
one must be in your router setting
the other must be for your friend
I asked which one you sent to your friend because it changed ?
i mean local still same as yesterday when i can play
i sent the public one
Am i setting it correct?
if your local machine is 192.168.1.4 yep
for windows firewall I highly recommend using the wiki provided powershell script
because it is reliable easy to have all the options (edgetraversal)
if you want to be 100% sure about windows firewall you can delete your rules and then execute the wiki powershell script (in admin powershell)
these
it looks like you already have them below on your screenshot I dont know if it could make problems to have them multiple times
if you want to double check your public ip you can use api4.ipify.org link
do you can locally connect ?
yes
most likely not aware, even tho the issue got 150 upvotes and 50 comments, and its been over a month
we have different issue with crashes, add this together with this dedicated server issue and its super annoying, once i crash everybody leaves, have to restart server and then we can play again, this every ~1 hour
the dedicated server not using 15777 and 15000 is well documented and even got announced
btw it use tcp too now on 7777
the message you replied to talk about 15000 and 15777 not being used
well the issue appears to be the same regardless of port
works -> leaves -> doesnt work
it stops listening to the ports
which is the ultimate issue
So has anyone had the issue of dedicated servers crashing on ARM machines whenever you do anything with conveyor belts?
which wasnt adressed anywhere
ARM is not supported at all
please do not make it look like you didn't freaking hacked it out
what?
im aware its not officially supported but enough people are attempting to run it on arm, enough so that i will find one or two here
they tried to apparently but look like it wasn't enough
keyword : ATTEMPTED
why so aggressive my guy?
it runs fine on ARM, just a memopry dump which happens whenever equipping conveyor belts. just asking if anyone has found a solution for that yet
you are asking for support on a completely unsupported thing
Im not asking for support, I am asking if anyone has found a solution for it yet.
I dont get why youre so butthurt about me asking a question
Sorry about your personal problems but you dont have to engage in conversation with me if all youre going to do is tell me i shouldnt be doing something
guys did you find a way to make a dish plate work as a spare wheel ?
I just warned it's not supported at all
you are the one being butthurt
....
ok the 2nd half of my message was harsh
I meant then provide more information on your setup BUT then it would be off topic here
because it's details on a hack
Its details on a dedicated server
but okay
apology accepted
now go on your ways
box64/32 setup is not dedicated server
thats not what my issue is concerning
Im not even using box
but sure thing buddy
maybe let someone talk that actually knows what theyre doing next time ;)
sorry for being harsh
if it's not box64/32 it's an other hack layer
and then you would need to tell the other persons
I dont know what youre trying to say with hack
its simple emulation
Sure it adds a layer of issues
But maybe someone has found a solution for the memory dump issue
obviously you have not
so you have no valuable input to this conversation
my input summarise to : this is not the right channel for ARM running layer setup etc.. talk
it would be more interesting for everyone that you seek for the ARM workaround communities
IIRC there is a reddit one which talked about satisfactory a bit
Nah not many people are keen on trying to deploy satisfactory on ARM. It's already a struggle on supported platforms as it is
and it's not simple emulation for 2 reasons :
- x86-64 is very complex set
- you want almost performance lossless emulation as the host use a slower processing than what it tries to emulate
and 32 in 64 mode add even more complexity (and the box dev still is trying to make it work to this days)
and it's usually needed to package/install the game
making the workarounds more complicated
Jokes aside, I'm looking for some more detailed documentation on the server api and how to interact with it. I'm not a programmer or super computer literate. Just looking for some more information and where to find it. I was looking at the wiki, but it assumes a person has much more knowledge than I do.
If anyone knows of a place that has some more information, it would be much appreciated.
STEAM_INSTALL_GAME_DIR\Satisfactory\CommunityResources this should be it, a copy of it is included with every copy of satisfactory
Is that on my PC or a website?
on your computer, in steam right click on satisfactory > manage > local files
theese docs are very detailed and technical, they are in .md format so I recommend using a markdown reader or md-reader browser extension
Hi team, may I ask for some guidance with reference to DemNico's pinned message about removing occurrences of a broken blueprint? In particular, what tool/site are they using to conduct the removal of these occurences?
I think that it's this https://satisfactory-calculator.com/en/interactive-map
Will Visual Studio Code read that?
let me check
it will but without any formatting (second pic is formatted text using md-reader browser extension)
It does!!!
ooo
Browser... so let me find an extension for edge lol.
https://github.com/md-reader/md-reader this is what I use (there are links to chrome/firefox extension store below)
youd be surprised... getting it to run on a oracle cloud free tier machine has a surprisingly large community. Im simply asking if someone here has had any luck with the issues
You wasn't kidding on technical.... Let me see if I can trick bing ai into deciphering it for me.
Good luck!
Thank you. I'm trying to figure out how to make a webpage, so my buddies and I can download our save, and upload blueprints.
I would also like an easier method of restarting the server vs ussing ssh.
If you're ok with reverse engineering an already done thing that does what you need (but from terminal, not webpage) I'm gonna provide you with a link, gimme a sec
oooooo
I do not need to re-invent the wheel. I'm good with using someone elses.
well then here you go! this allows you to talk with your server directly via python, should be not too big trouble to implement it into your webpage
This looks like I will be able to trick the AI into helping me just install it, then use it as a bridge persay.
Thanks so much! I just gave it a whirl and a test run and things are working smoothly again. Thanks again!
No problem! Happy to help
Is there an API for having an interactive map in real time for servers
just wondering
note the server provide save upload download capabilities in the game
Yes, but I would need to do that everytime. I want my friends to also be able to do it.
You can give them your admin password but that's a bit risky
They're all NerdBurglars. They won't take it if I gave it to them. They usually host this stuff. But I wanted to do some learning.
And I was embarrased to ask them how.
Good peoples they are.
Significantly smarter than I am.
Anyone have experience with a windows server in steam not loading proper game file through the in game menu? We keep getting reverted. I don't own the server. I think I need to ask for a log or console dump.
I broke everything.
😭
Sorry to hear that
It's all good. It's a learning exp for me. I'm re-installing my VPS image. I'll get her going. Thank you for the help!!!
hey i managed to start the server with the factorygameserver exe but when i try to join it in-game it says server is offline, i tried to follow the guide on the webpage and look up a youtube video too but im not too sure what to do next, im also not sure if this is normal "Display: Server API listening on '0.0.0.0:7777'"
How are you connecting to the server?
Yes it's normal. 0.0.0.0 means any/all ip-adress..
im trying to add it in the server manager tab in the game using my own ip adress and the port i forwarded, the 7777
your own public or local ip? can you use the server's local ip?
oh, i tried my public, sorry it does appear to work with my local ip
others can use my public ip to join then?
if your network setup/configuration is correct then yes
cool, thank you
I would've sent you link to a website so you can test for yourself if your server is visible to the public but it won't let me, just google port test
ah np, thats very useful thanks for the advice
I'm starting to think, having a community driven satisfactory-calculator.com like website for api/access testing would be cool
it could then test both tcp and udp and tell server state
with opensource code
https://github.com/Jayy001/PyFactoryBridge this can tell server state and stuff, direct connection to the api
I mean in a community accessible website
like these test port things
does that code query both tcp and udp api ?
not too difficult to connect this code to the internet
it just talks to the server's satisfactory api
which is both tcp and udp
then yes I guess
Is the API actually UDP? I would think TCP only for th at
it's both
wdym
was at @tranquil wedge
https://satisfactory.wiki.gg/wiki/Dedicated_servers probably this
I was looking for something a slight less technical. I got my server back up and running. I'll get there.
I have zero programming or server running knowledge. Just trying stuff.
wth php one being more featureful 💀
that means no udp
yeah nobody's really bothered with the udp api
that's also the only way to get the server name too lol
i know the query call doesn't respond with it
you could rename it and assume the name tho
actually querying for server options might
who knows
nope
Thank you everyone for the help. I work nights, it off to sleep for me.
the jankiest way would be to set mouse/keyboard controlling script, load satisfactory and look at the server in server manager
is there a way to invite friends from my dedicated server hosted on my pc? 192.168 is my address so nobody outside of my network can connect to it?
You need to port forward
Or set up a vpn that friends can connect to your home network
documentation exists ? because i cant do it myself
You can look on youtube for setting up a satisfactory server LAN and portforwarding
thank you 😄
Ofc no problem at all
literally top of your screen https://satisfactory.wiki.gg/wiki/Dedicated_servers
huh. Was getting this same issue. Are parts of the map very conveyor unfriendly? Try to build one, it turns blue and disappears? https://steamcommunity.com/app/526870/discussions/1/3135045355780861954/
Thought it was a desync issue I've had with my dedicated server. some things won't show up right
Have not run into that, where are you building?
Conveyors on stackable conveyor pole, on a foundation, on top of architecture to get it off the ground.
So, south of rocky desert near oil islands based on that cliff?
yeah
I am pulling all of the bauxite from that cliff and the couple hundred meters to the east, no issues building a train station and all of the beltwork for it in that area
Ugh, the invisible conveyor is in the way. I can't dismantle it. restarting the server.
That did not help. This might be a non-dedicated server issue. I have an invisible conveyor I can't remove.
Try to load the save in SCIM and clear it, or just area select the immediate area and delete
Anyone around familiar with steam servers not loading the file you ask it to in the in game menu? I was told to ask here. If this isn't the place, sorry.
Oh yeah, forgot about SCIM.
Wdym Steam servers?
We have a server, and my friend launches it, and loads the save game file through the in game menu in satisfactory. I don't know a lot more than the server runs on a windows box. I might not be saying this correctly.
It's a dedicated server. I just don't know where he starts it. I thought it started in the game menu.
Every time i have used the 'Load Game' in Server Manager it loads the proper save, never had it not do that and no reason to believe it wouldnt do that as its fairly straightforward
A DS when launched for the first time will not load a world, but all subsequent runs after will always load the latest save in the savegames folder that match the session name
Welp. I can't find anyone else online that has the issue. I can ask him for the server logs tonight. I'm pretty IT savvy, but new to satisfactory (day 5 today)
And you can manually tell it to load another if you wanted to for whatever reason
Probably.. PEBKAC
Well, I watched him manually load the game in the menu on stream. I guess I need to read the server setup, gather all the information from the start of what he did, spin up a new instance, rename the file and session names to match, then punt and hope for the best.
Does that sound like a potential solution?
The session naming system is stored in the Settings file and within the save header, renaming the save file itself does not change the session name
He changed the actual session name after he shut the server down I think. Added "mk3" to the end of the name, booted, loaded, and we lost 9 hours
Yeah. I'm going to have to have him pull up those screens tonight and go slowly.
I watched him do that, but it didn't work.
1st SS shows the sessions the server can auto-load and 2nd shows the load screen, you can select the session names and then the individual saves
How was the session name changed while in the DS? Far as I know you cannot actually change that without SCIM or tooling
Lack of knowledge on my part. Maybe he made a new server with a new session name? I'm not new to bare metal and windows servers, but how satisfactory works in it's guts and backend? No idea. Don't know what scim is, etc
The server name is different from the session name, they can be different and wont matter. Under the 'Create Game' tab is where the session name is set and when first connecting to the server, the server name is set. I happen to use the same server name as the session* so I can easily keep track but again.. not required.
So, new server/session instance, load the file we think we want from auto save?
Well, just find the proper save and click load, the server can/will load from any session that is stored in the savegame repos
the 2nd screenshot above, I run multiple server instances with different names and sessions on the same machine and they can load eachothers sessions
Then once the proper one is found, make sure to set the auto-load on startup to the proper session name
Yeah. I feel like maybe he was loading the wrong file, but it was at the top, most recent. And auto save was every 5 or so minutes. So to lose so many hours is very odd.
Another reason why I keep the last 96 saves 🙂
Thank you for the advice and clearing up the terminology/operations. After I fix that, I have to figure out why suddenly the drones are being randomly routed to ports on the second line of "this port" instead of going to just where they belong.
I think they did some manual routing of drones somewhere in the other tab. Might post a question about that.
Havent yet gotten to an extensive drone setup and putting it off because of known issues with lots of drone ports
Best I could tell was folks that werent naming their ports were having problems but then ran across someone that was naming the ports and started getting issues with drones randomly going to different ports.. hopefully a patch this week? Weve certainly been waiting for some fairly serious bugs to be fixed still
Yes, you can rent one - google
I'm trying to upload some blueprints to my server and I can't find the game save files. Every video or reddit thread tell me that it's under FactoryGame\Saved\SavedGames. The server im using is suing Linux, and has the same structure. The saved file doesn't have any save data. Where can i find it?
try the wiki
Found it, thanks
my dedicated server is segfaulting when i try to reboot. it has been running (with daily restarts) for about 800 hours. no mods, no save editing. its running on popOS
Hello, can you please help me as I don't know how to do this with help support
If you are looking for a general guide check the pins/the wiki. If you are following a guide and are stuck at a point you might want to be more specific.
No my Satis. will not starting
Can you be more specific?
I want to start the game and then it shows an error
What is the error and is this your game client or the server?
this is pretty devestating to lose an 800 hour save.. heres the small bit of log info around where my dedicated server crash happens on startup:
[2024.10.14-21.26.17:195][ 0]LogActorComponent: RegisterComponentWithWorld: (/Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.BuildableInstancesActor.SM_Door_Basic_01) Already registered. Aborting.
[2024.10.14-21.26.17:197][ 0]LogGameState: Match State Changed from EnteringMap to WaitingToStart
[2024.10.14-21.26.17:197][ 0]LogLoad: Took 27.132906 seconds to LoadMap(/Game/FactoryGame/Map/GameLevel01/Persistent_Level)
[2024.10.14-21.26.17:225][ 0]LogGame: Telemetry, starting service.
[2024.10.14-21.26.17:230][ 0]LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()
[2024.10.14-21.26.17:230][ 0]LogLoad: (Engine Initialization) Total time: 29.40 seconds
[2024.10.14-21.26.17:271][ 0]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 26.64. FGDSIpNetDriver_2147482258
[2024.10.14-21.26.17:522][ 1]LogNavigation: Warning: Looking for NavData using invalid FNavAgentProperties.
CommonUnixCrashHandler: Signal=11
[2024.10.14-21.26.17:576][ 1]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x0000000000000120
[2024.10.14-21.26.17:576][ 1]LogCore: Fatal error!
0x00007a52efa07d78 libFactoryServer-FactoryGame-Linux-Shipping.so!UFGDroneMovementComponent::MoveToLocation(UE::Math::TVector<double> const&, EDroneFlyingMode, UE::Math::TVector<double> const&, EDroneDirectionFacingIstruction) [C:/BuildAgent/work/b731a33f2a691e17/UE4/Engine/Source/./../../FactoryGame/Source/FactoryGame/Private/FGDroneMovementComponent.cpp:245]
0x00007a52efa0f926 libFactoryServer-FactoryGame-Linux-Shipping.so!FDroneAction_RequestDocking::MoveToDesignatedQueuePosition(EDroneFlyingMode)
I bought it from Epic Games
it's exploding on drones, nice
prob try the old save editor delete things until it loads
So your game client is throwing an error when you try to start it?
This is the error I'm getting Fatal error: [File:C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 365] Shader compilation failures ar
yes
starting with the drones, too bad it doesn't say which drone
Try reinstalling. I don't know much about client issues.
or a port, since it looks like it's failing to queue to dock to one
Do you know a place where I can fix the problem?
Wdym by lose ?
the wiki isn't too helpful in this regard: where do i upload the modified save file to? wiki says to use in game server manager, but the server segfaults on startup so that doesn't work
check for the save file location on that page
prob want to rename the existing folder and put the edited one in a new folder
sure, i'll try that
that fixed i'm. i think the culprit was deleting a drone port when its drone was out and about
thanks
okay it appears theres a deeper bug.. drones go to the wrong port for some reason. googling it shows some recent reddit threads on the topic
here you can see the descrepancy between where i've told it to go, and where it actually goes
Known issue with drones atm unfortunately
I'd avoid using them enmasse and also place smart splitters at the outputs to make sure it doesnt seed factories with the wrong items
Ah, the QA post was updated, maybe its a UI bug? Appears the fix is to make sure you name your ports well and when searching/selecting the port make sure no more than a few are in the results. Seems it selects the wrong port after clicking in the UI with many listed
https://questions.satisfactorygame.com/post/66edd8ec772a987f4a8bda4c
Bit of a relief as ionized fuel for all the drones is on my list for this week to complete so will be having a shitload of ports online soon
That will just come back.. pretty normal - dont pay attention to what you can/cant see on the belt you will go down a rabbit hole
the work around doesn't work as far as i can tell. even when limiting the search to only 1 option (searching "rubber export 2") still sends it to the wrong drone hub
game breaking bugs suck
Oh. Alright :D
Well.. shit - maybe I will hold off on drones until they patch it
If you select the destination drop down menu and select a destination (Confirm Import/Export) You'll notice that Relevant port that gets picked is one spot above what you just selected from the drop down menu. However this does not appear to happen all the time.
for me drones work great. they do have an absurd margin of error tho for me
I was and still am honestly surprised they went straight to 1.0, hearing the CMs say 'polished' had me worried and to top it off they are now locked into what is harder to release bug fixes state.. surprised they havent started up experimental again while keeping 1.0 as major/stable builds
The drone issue seems to only come up after 16 ports are built based on that post, so if you are using a few (I only have 6 ports on my map atm) - doesnt seem to have any issue at all
Currently Have 22 Ports in play, I shut them all and just messing around with one port atm, while selecting destinations with no issues I wonder if it's just the amount of destinations set for a set amount of ports actually in play? Either way hope to see this get's patched soon.
doesn't seem to be the case. i'm trying to use Rubber Export 2 but its instead setting it to Rocket Fuel Import
weird, I can reproduce it almost whenever I want too
¯_(ツ)_/¯

Try to decon the export 2 and rebuild? The QA comments seem to be arguing lol
I wonder if this has to do with if the drone port was built in a blue print
ya i've deconstructed them both, and also tried moving them both a few meters from where they were. the bug persists. i've even renamed it, suspecting it was a string issue (originally i had (350/min) in the name
none of my drone ports are blue printed
gotcha
i do have quite a few drone ports though, 50+
ya i'm a little nervous to go look around at other drone ports. seems pretty much guaranteed some of my factories are ultra fucked now

Will 15gb & 3 cores be enough for 3-4 players?
3 cores of what?
On my CPU
Well not my CPU
but the one hosting my serve
server
Precisely.. what cores
Ah, sorry. 1 sec
The site just says "Fast Ryzen CPUs"
Let me see if I can find out exactly which ones
Is it a game hosting site or just generic VPS?
any ryzen will likely do
ryzens are generally not used for vps
vps likely are hosted on epyc monsters
I paid extra for 15GB ram instead of 10 and for an extra core, I saw that on my old plan I was almost always at 100 percent usage of the cores
3 is good
Probably will be okay up to mid-game/early end game without more specs on it
Oh it lsits them on their VPS page, they are 5950xs
That will do just fine into endgame
Alright, and the 15GB of ram should be good to?
for a long time yes
I think so, 1.0 doesnt seem to use alot of memory vs U8 without streaming
ngl $10 a month is not bad for what I am getting
biggest saves I've seen use 20
I have a discount code
Good deal for $10/mo
I mean at some point I could also buy a cheap used server for like $100-200 bucks and throw some ram in.
very good deal
you would have lack cpu power
Oh
I think at 15G before you start seeing issues with memory you will be CPU bound
My friend has a 56 core 128GB server he got for $200 USD
That is precisely why I asked what CPU because that will likely run like shite
Yea, there's a reason this hosting company is wasting space with 16 core CPUs in their servers.
Not a clue about Xeons so
Most high-core chips will be low frequency, at 56c its probably 28 cores per socket at 2.1 or thereabouts
Yeah.. 2.4 burst lel
idk much about server hosting
The 5950 is a 16c @ 4.9 boost, 3.4 base
2680 v4 is 28c @ 3.3 boost, 2.4 base
You want faster cores vs more cores for pretty much all gaming in general, dedi included
I just have the Ryzen 7 5800x in my PC, with 32gb of ram
and a 3070 which I got brand new for $200
Nothing spectacular but it gets the job done
Xeons are usually slower in single core than consumer CPUs, but they compensate for this with high core counts. But writing a game that properly works across multiple cores is really hard, especially when multiplayer is a thing.
But I have plans to get a 7 7800X3D and a 5070
Only thing is upgrading my CPU is expensive, I need a new PSU, mobo, ram, and the CPU obvi
Why upgrade? Your existing config should still run anything well
Sitting on a 7950X3D only to upgrade it to a 9800X3D when it comes out.. cause screw core parking
ya thats a fair point
I kinda want to upgrade because its cool.. But that 2K might be better spent on a car
A car is prob more practical than a CPU and GPU which will be outdated in a year or 2
That 2k might be better spent on an upgrade in 2-4 years, no?
Might have to upgrade before GTA VI on PC
I hate that rockstar does that. I mean I am prob gonna buy a xbox series x just to play it lmao. 600 bucks for 1 game
I am getting power drops. Idk what may cause this since reactors both have fuel (in excess) and water (2x300m3/min)(since reactors are on slugs)
posting this here because i think it may be server side
could somebody ping me if they got any idea what might be happening. Thank you for your help in advance :D
cant get anyone to join my dedicated server can anyone help?
Highly doubt its server side.. Is the power drop one reactor specifically?
Did you fwd 7777 TCP and UDP to the server? Disable firewall?
I port forwarded the ports and through the firewall
I can make the Server I can see the server but when my friend puts my ip through join server he gets timed out
You dont do Join Game, all clients must use the server manager
When he puts in server manager he gets Server name pending
Anything in the server console/log when the remote person tries?
Nope only my IP accepting connection
Then it isnt making it to the server, check port forwards and firewall
ok will do
also you'll need to connect to the server first to set up admin and create the world
selecting the drone port below the one i want works though
And then if/when it's patch does everything get moved again lol
ya.. i'm putting smart splitters on drone ports output so my factories don't get borked
Thats why id be putting smart boys after each drone port lol
I like that
Ins and Outs if you are using it for item exchange
this bug showed up on the QA site pretty immediately after launch, kinda disappointed there isn't a fix a month out
Yep.. like I said, been waiting for a patch for awhile now
Lots of similiar stuff like this in 1.0, not exactly game-breaking as you can use alternative forms of transport that most certainly work, but still pretty game breaking IMO. Per CMs they have been focusing primarily on crashes but then state that they have the least amount crashes this release so i'm a bit confused on the cadence of fixes, my hope is since its 1.0 they are just lumping bugfix after bugfix before sending to QA since it probably is a much more significant process now that 'released' but alas only a hope..
for those that do not self host, who would you recomend for dedicated server hosting? Ive seen indifferent broccoli, low ms, and nitrado thrown around, but am currious what this community would reccomend.
might actually perform worse stock lol
are you going to overclock it though
i hear they have a lot of headroom
I personally use sparkedhost
i have these trees and shrubs that keep reappearing in my base only on my dedicated server. They arent real and just ghosts that dont get destroyed with a chainsaw but can pick up with hands, but dont give any leaves or wood. The Trees stay as they are and restarting, loading it into singleplayer (where they dont appear at all) and then uploading it again to the server only for them to be there again.
what can i do to get rid of them?
I have a 5800x3d and this is one of the only games ive seen 100& cpu utilization
Im going to get a 9800x3D when it drops
do you have any drone ports with identical names? this breaks things on servers at the moment
(or other station types, truck stations, train, ...)
Unfortunately a netcode bug when destroying a large amount of foliage in small enough an area
the destroyed foliage stops syncing to the client correctly
its just cosmetic, but is there anything i can do manually to remove them until that bug has been resolved?
The only suggestion I can make is respawning the foliage in the larger area around the factory and then destroying only the absolute minimum amount you need to clear your factories. this may or may not solve the issue though, depending on how much you need to destroy
sadly its quite a lot i need to destroy because its a big factory
has this bug been reported yet? Otherwise i will make a report about it rn
🤔 I wonder
you can go upvote the existing QA issue(s)
I'm sure they'll get right on that 😂
Do most people rent a server or have a physical PC that functions as their server?
Some people run it on their main PCs, some people run it on spare PCs or laptops in the household, some people run it on homelab stuff, some people run it on unmanaged dedicated servers, VPSes or cloud VMs, and some people rent pre-installed managed game servers directly. There's a bit of everyone here I think 😛
Oh wow. I waas thinking about getting a minipc, but I dont' know if it has enough specs to run it well.
some people run it on pretty old hardware. The most important things I think is 1) you definitely need enough RAM, especially on larger saves; and 2) primary performance is still single core performance
Can I past a picture of the specs for the pc I'm looking at? I don't want to break any rules.
I don't see a reason why that wouldn't be fine 🤷♀️
That looks like it will probably be fine for the most part, you probably need more RAM for larger saves though
though you should be able to reach end game with that amount
That's a minipc, and the RAM is soldiered in, sadly.
👀 most minis tend to use replaceable laptop RAM xD
soldered RAM shudders that's almost as bad as soldered SSD
10mb save(nuclear, whole map has buildings), ram still barely crossing 4-8gb (never really increased)
I thought RAM was more based on how many concurrent players there were.
12GB on my solo save so ymmv I guess xD I've seen people in here report in excess of 16GB on some servers
windows?
i got my windows cleaned to be around 2gb when nothing running (win 10 pro)
likely still caused by the too low network settings by default
setting network to ultra is minimum (on both client and server)
should be fixed to work on any network quality imo. didn't know this was affected by the network settings though
the default networks quality is extremely restricted
I do feel like network quality/rates helped with dismantle foundations or other desync
ultra default to a vdsl2 upload speed
this is a sim game
the server can't help but to drop data
👀 it shouldn't permanently drop data it only needs to convey once
if it repeatedly fail to schedule it yes
there is much more to load when a zone pop up
I meant from a functional standpoint. regardless of the network quality, the presence/absence of all buildables and destructibles should ultimately end up loaded
and I said repeatedly
so you think it's functionally fine to have destroyed foliage not sync to the client at all?
if the network keep being constrained it will keep dropping it
where did I say fine ?
if it drop user inventory or building it's even more a problem
it sends buildables incrementally just fine so they should just do the same for foliage
I said upload not download
and I said on ultra
this is extremely restricted
"if the network keep being constrained it will keep dropping it"
if their datagrams are too big it's a netcode issue
still a game implementation issue, stop blaming the engine
where did I blame the engine ?
you keep not reading that one message about repeated fail
and then talk about things I didn't
👀 it shouldn't permanently drop data it only needs to convey once
and your response
if it repeatedly fail to schedule it yes
which says you think that if the data fails to transfer to the client several times it shouldn't transfer at all
whereas my opinion says this data should under all circumstances always eventually reach the client, and if it doesn't I consider it a bug
I didn't say several I said repeatedly
it's not that I think it should
it is that it will by virtue of not sending it
the network bandwidth settings are broken especially on dedicated servers
and that is the bug
I agree that the bandwidth settings might be poor, however I disagree that that is the bug. The game should retain minimum functionality regardless of configured network settings
the car should go through the 1m2 hole regardless of it being too small for the car
it just can't
network is not magic
Kind of a bad example... fragment the car into little itty bit car bits and put it back together on the other side like they do with buildables
this is literally already a solved issue. they don't need to send the data of all foliage in a single datagram. they don't send the status of all buildables on the map in a single datagram
the ultra setting is low enough a good client internet connection could hold THOUSAND server instances
you still don't want to read that message
there are other things even more important to send constantly
the default server setting is tuned for game like rocket league
foliage doesn't need to be sent constantly. It will only cause a brief interrupt on constant update things... and the constant update things will become eventually consistent. nobody cares about an inventory update that is dropped for 250 milliseconds if it means all foliage in your factory vanishes as it should
there are buildings
buildings finish loading eventually
not their state
same concern as the inventory thing being 250ms delayed. nearly a non-issue from human perspective
and people didn't state how long they have been standing doing nothing around
it doesn't sync at all even if you afk in your factory for an hour xD
which is the whole problem. it should sync eventually, preferrably at a priority similar to buildables syncing
if it happened like a minute while all other buildables are syncing it's kinda meh, but if they stick around permanently they're an eyesore 😁
At least they are working on the issue of the server going offline?
no - i've read through just about all the posts on the issue on the QA site. doesn't seem to be a cause other than more than 30ish drone ports
We have the same info as you: if the issue on the QA site is marked as fixed internally it'll be in the next hotfix cycle
ooh patch drop today
• Fixed some buildables being sent to the center of the map when building them inside a Blueprint Designer in Multiplayer and Dedicated Servers
well, that's one blueprint designer fix I guess...
no fix for drones 😢
I'm having a small issue, can anyone help? I've tried running "steamcmd +login anonymous +app_update 1690800 validate +quit", updating my own game, and still nothing
if you originally used force_install_dir, you now need to use the same force_install_dir again
Really wish they'd fix the fucking issue with the dedicated server stopping responding when the server host disconnects.
sometimes i need to do it as seperate commands to get it to actually update and validate
as a workaround, you can run the server in docker if you wish to run it on a windows machine
since the bug only occurs in the windows version of the server
I'm running my dedicated server on windows.. I've not seen it.. whats the bug ?
Some users have the udp listener crash on a socket read failure
you'd notice since you can no longer connect to your server until it is restarted when that happens.
"steamdcmd +login anonymous +app_update 000000 force_install_dir . +quit"? sorry, it's like my second time ever using steamcmd
what is the original installation directory?
i.e. in which folder is your FactoryServer.sh
I am in home/myaccount/ currently so the . parameter should work no?
I'm running my server on a separate machine, via epic launcher, and playing from my main machine, via epic launcher.. and I connect/disconnect at will, and so do my friends (port forwarded to the server from router, I'm connecting using internal ip) .. I only see the server die when it crashes.. (which at the mo, happens at random placing block signals on railways, and when trying to delete blueprints with bugged components that need the save editor to remove)..
steamcmd +force_install_dir $HOME/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
probably wanna save that somewhere since you used the same command during the initial install, and will use the same command for every update
I lost the command I used to install in the back of my mind haha, but tysm! it seems to work!
I did say "some users". It may be an issue with specific major versions of Windows or with specific network adapters or driver versions
is there any default directory where steamcmd saves to? I wanna delete it if there's a duplicate since my server only has like 80gb free
if it doesn't occur for you you can count yourself lucky I guess xD
yes, 1 sec
Aye.. I know.. there's probably more to it.. just describing what has worked in case that helps people figure out the condition needed to break it
check $HOME/.local/share/Steam/steamapps/common/SatisfactoryDedicatedServer maybe?
hmm.. latest patch seems to let me overlap foundations when zooping.. (should trigger a red overlap/item already in location type warning)
nothing meaningfull in theese folders, just logs
thx
it'll output all locations that file is in
guess that there's the default installation path on your distribution then c:
noticed that
but its not like annoying so im just ignoring it
often its even useful
I already had that happen occasionally on previous patch, seemed to only fail if the last foundation was clipping, but not on any inbetween first and last
me not realising it may have been a bug XD
aye.. like I've seen at the distant end of the zoop, sometime it'll let you build over hand-collectible-resource-nodes, when it won't if you are near to them
if the foundations aren't perfectly symmetrical you'll get z-fighting 😛
Heh.. I like concreting a nice big flat space, hooking it to cliff walls 'for support' 😉 .. easily go thru 5-10k concrete for a satellite base area 🙂
anyone tested if blueprints are properly fixed now & don't blow up the server when deleting components (admittedly only happened for some blueprints, but it was consistent for those it broke)
it's probably still broken. no reference to the issue in the patch notes
also you can tell the blueprint will be broken if clearing the designer leaves buildables behind
aye.. we noticed that on our server too