greetings, i am having some issues with gameplay on my dedicated server. i am obliged, due to networking limitations, to run this behind a proxy (although i myself just use the ip on my network). the first issue is with ghost foundations, but this has been documented already. another issue i'm having is being stuck (world and player renders, but not the hud and movement is not responsive) upon connecting to the server (if it was empty before). this only seems to happen half of the time. reconnecting fixes it, so it's nothing critical. i have disabled auto-pausing. has this issue been documented before? many thanks.
#dedicated-servers
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Problem is that the buildable isn't linked to the designer in that case. if you then attach a conveyor to it, you get a conveyor that saves to the blueprint that links to "the original ID in the blueprint designer" instead of "that specific thing in the blueprint"
and on dismantle the server asserts that the connection is properly two-way. if it's not, the server crashes itself on purpose (in an attempt to prevent save corruption I would guess)
Question is if they fixed the drone issues with this patch.. doesnt mention it in the patch notes
Maybe there isn't any bug with drones.
I had no issues with drones. 2 ports and 3 drones...
I think most people reporting this issue had over a dozen ports
And one person not having the issue doesn't prove the issue doesn't exist
they reported frixing crash related to drone dismantle thats all
Right, so go read the QA site and tell me the people with 16+ drone ports arent having issues, also scroll up here and say the same.. there are folks with problems with drones going to the wrong port that was selected, contaminating production lines. 2 ports and 3 drones isnt enough to cause the issue
Right, but they also havent exactly had a perfect track record with patch notes, seems like a beefy patch so might have been missed
Oh no.. the Windows DS offline after disconnect thing still happens ๐
Back to Linux I suppose
If there was a issue and something wrong with dedicated servers, the ALL running dedicated server would have that issue....
And then the issues could be recreated everywhere.
Not sure how you're expecting a drone to target a different drone port than the target if only one destination port exists
We just don't know the exact circumstances needed to reproduce the issue. Seems more prevalent if you have more drone ports
After the patch I returned to the swamp where I was building a sub base. much of the trees I removed before are now back through the foundations I have placed and cant be removed. Dedicated server and client both updated and restarted
If you set client and server net quality to ultra you can try to mitigate this netcode bug
I didn't used drone to that extent and I haven't said there isn't any problem.
I said maybe... Which isn't a definitely statement.
will try thanks
Ultra setting made issue worse as the trees and foliage have returned to main base now lol
first time I have had this issue
Was just an idea someone gave me earlier today. There seems to be some limit to how much foliage you can destroy before it doesn't sync properly to multiplayer clients. It was theorised that increasing network quality would increase the limit since it might allow more data
The server still knows the foliage is destroyed (you can even run through it) but the client will not realise this
I lowered the settings and main base is clear again but sub is polluted.
u hhhhh confused noises @deep turret any chance you have any thoughts? XD this is like the opposite of what I expected
pre patch all was clear and I have had no issues with the server. I have been alone on it from the begining and is a seperate machine
Do you know if you cleared a lot of plants near the sub base?
you can respawn the plants in that area of the map and try to re-clear only the absolute minimum you need to destroy to fit your factory, but you may hit the issue again before you've cleared enough
server command to respawn?
Hello folks,
Since the update, almost nothing has been working on the server. I can't get the hard drives out of the landing capsule, walls take 5-6 seconds to build and remain as a blue screen, animals only fall over after 4 seconds and only drop their shells 4 seconds later. Items in the container are sometimes displayed and sometimes not, items on the conveyor belt stop in front of the container. You have to click on items 2-3 times before you can pick them up. According to my provider, the server is stable and running smoothly. The items that fly through the air when building race past me at the speed of light. I, as a character, can move smoothly and normally. 120 FPS stable, so no lag. Does anyone else have this???
I may have carpet bomb cleard some areas in the reforest so that could be my fault in removing to much
None. You'll have to respawn them using a save editor such as SCIM - the Satisfactory Calculator Interactive Map https://satisfactory-calculator.com/en/interactive-map
that increasing quality does not fix anything I would expect and admit wrong guess on my part
but that actually increasing the problem is both interesting and confusing
so this actually seems to be related to data pushed to client
but in the opposite way ?
maybe some enumeration problems then ? where it tries to update it too much and endup confusing the client ?
I can think of toggle vs stateless implementation, but still weird
i.e in stateless update you push "not there" multiple time with no harm as it does not depend on old sync
in toggle mode you push "changed from default" which means wrong state on repeat
there's definitely something weird with the netcode surrounding flora
What's the tickrate on that server like?
great, another update....but no mention of this BP issue crashing games left and right
Anyone else getting a version mismatch error?
Game Version: 372858
Server Version: 368883
I've update the server and verified server files with the follow command: steamcmd.exe +login anonymous +app_update 1690800 validate +quit
unfortunately. stay vigilant for corrupt blueprints and don't use them when they are
use satisfactory calculator and delete the corrupted buildings, then resave the blueprint
Did you use force_install_dir on your original installation command? you need to use the same commandline now.
you probably installed a second copy of the server accidentally to the default installation folder
Hmm let me check
have had too, many times, fortunelty our servers cycle every week and i delete all BP's becuase im brutal
so the issue is not with every blueprints ?
Are you implying that you can consistently manage to corrupt blueprints every server cycle?
This looks to be the case.
often when making a BP nodes become detatched, and that causes issues when building the blueprint
No, it only occurs when you have a buildable that connects to another buildable that didn't attach properly to the blueprint designer. the connection gets saved in the blueprint with the object's world ID, so you either get a conveyor connected to nothing or connected to a thing in the designer if it wasn't cleared yet
test BP's away from you primary save is my reccomendation
but how does weird connection triggers ?
with power poles this causes serious performance issues, anything conveyor related just crashes out, trains can teleport and I have no clue what happens with pipes
if you only strictly build inside a bp designer
im implying that the BP system is buggy as heck and my players manage it every few days
Whenever you place a buildable in the blueprint designer the game normally stores which blueprint designer it is built in in the properties of that buildable. That property is not added
i.e. like this #dedicated-servers message
does the issue exist with single bp designer instance ?
yes
it stores the persistent Id for the blueprint designer it is built in. the property is missing entirely in the glitch case
it may have to do with the multiple bp designer versions ? maybe some ids got coded wrong with the multiple bps (when it should not matter in what bp it is for the specific bp once saved)
No, this issue also occurs in U8
oh what, didnt know that
What is the actual command when updating with force_install_dir? I don't think I am doing this right
i refuse to use BP's on my private server, its that scary.
maybe cursed data race then
I have no idea, I would have to write to my provider. But it can't be the ping, as I can move around stably and safely. Only the actions in the game are very delayed. Sometimes up to 5 seconds before an action is carried out. The picture doesn't freeze either. Everything else runs smoothly and cleanly.
yep, mostly only happens under high load, i.e. during autosaves, when building fast, players in combat, etc
+force_install_dir ./path/to/dir
You can see this in the in-game server manager
steamcmd +force_install_dir DedicatedServerDirectory +login anonymous +app_update 1690800 validate +quit
it's more prevalent on servers because you can place buildables during saves, whereas in single player your client pauses
Thanks, I was missing the +
/ServerDir will resort to top / wont it... so using ./ServerDir start at the command run location
am i wrong?
if you inspect the save file you can see the FGFactoryConnectionComponents which are normally doubly linked are only singly linked
./ and no / at all are functionally the same: both are your cwd (current working directory). you can specify full path if you prefer
a sole / without a dot is root
i have always used ./ as / has always meant 'top of fs' in my mind
any directory or ./directory ../directory otherdirectory/directory depend on your current directory (you run the command from)
~/ is home on linux
/ is root on linux
on windows directory is written with \ instead of / root would be C:\ or whatever letter your drive is
note on windows \\servername\Sharpoint is network SMB location (you certainly dont want that)
I would like to give you an answer but now I can't even get onto the server. It keeps crashing when loading the server
ewww windows server ๐
im a linux guy, windows if for the brave, my boss handles all that
Hello, i am new to the server but a longtime player. I have a issue now on my friends dedicated server. I played last night with no issue but without it updating it says that there is a version mismatch and that my version is ahead of the server. other people can still join the server its just me with the issue.
There was an update today. around 2 and a half hours ago
nice it's I didnt remember the command I took from who
and it was a .exe I removed so was not sure you were on linux
then better use absolute path
so you can run same update command wherever you are
I have a ping between 20-25
i use absolutes for automation, if im manual then il use what ever i feel like at the time ๐
ok thanks,
now is running

still no fix for a server shutting down when the admin leaves with the patch today ๐ฆ
https://questions.satisfactorygame.com/post/66e08561772a987f4a8a9d67
Yep.. unfortunate, can use Linux however and that is not an issue on that build for whatever reason
Hello, since the update got a new error that causes big freezes :
[2024.10.15-18.44.22:147][555]LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: LightweightCollisionComponent /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.AbstractInstanceManager_2147472349.LightweightCollisionComponent_2147471185 NOT Supported.
any idea ?
Posted a month ago!!!
the server does not crash or completely freeze, the client (me) is freezing mid-air and this is the log i get when this occurs
have you tried leaving & rejoining the server? ๐ค
i did, and restarting completely the server
Movement is server-authorative. It would seem that you're standing on top of something that may be invisible
maybe check your player's location in SCIM when it happens?
it's happening everywhere sadly, i can maybe tri going into a tube or a truck idk
Hello, is someone using the Dockerized Version of the Server from wolveix? Is there a way to update the game version myself or we need to wait for an updated docker image?
The image doesn't include the game server at all. restart the container
oh my bad, thank you!
tried truck, hypertube, im not freezing inside but once i start walking again it happens
*Assuming you don't have SKIPUPDATE set to true
I would hope that parameter speaks for itself ๐
Fair enough. I've just copied too many Docker Compose files and then had to troubleshoot back to that ๐
Just restart the container.
if its not set on default, i dont ๐
You should be good then ๐
If anyone is interested in building tooling around the new REST API for dedicated servers, I've been building a C# client to interact with it. It is fully OSS so anyone can use and/or fork this: https://github.com/benjamin-lawson/SatisfactoryClient
It's published as a NuGet package but I cannot link that here ๐
Another similar project here (dunno which is better):
https://github.com/micah686/SatisfactoryAPI
To all that have been facing respawned trees and foliage after patch, I have tried multiple different ways and have had some small success with raising CPU priority to High and very limited success with changing network quality either server side or client side. I will test further when I am home and on my local network to see if there is any difference at all. Pre patch this was not an issue. As it stands right now however the CPU has really never been taxed and sits typically at 20 - 30% and memory (ram) 10 - 20%
Was hoping they would fix the boombox too, but dont see anything in the notes on that
note that when changing network setting you usually have to change it to both server and client
Anyone know how to install mods using SMM on a docker container dedicated server?
Did that and TBH it was the first time I even tried prior to this patch because everything had worked flawlessly
Server is set up at home and I would play there and also would log into it from work (yes at work) and play from here off and on with no lag or other issues.
Server has great specs and lots of ram as well has a 2.5 gig lan which I also have in the house. While my work I have 1 gig service for remote connection. The weird thing is the traffic is actually not very high when playing
PS no one said I was not allowed to carpet bomb the redforest and it would get me later lol
hmmm yes lets slap a bug warning sign at like one random entrance into the biome c:
After the update I cant connect to my dedicated server anymore. Loading screen just takes forever., It's hosted externally. Anyone else have this problem?
The funny thing is my main base backs on the Red forest and I just cleared what I needed however complete. I have not spent much time until now on other parts of the map aside from setting up power towers and radars around the whole thing.
server has updated?
Yes, before got error mismatch. Then updates server. Server Manager showed the server fine. Just doesnt get past loading screen
After 20 minutes it shows network error
do you see anything funny in the server logs?
I didnt check there yet, I pay for a managed server. I tried restarting it
do you have access to the server output or logs? a snapshot of you trying to connect would be helpful
either that or contact support
yes support when paying a hosting company is normally quite fast
Im in the logs I think, there are multiple. connection_log.txt for example
not sure this is actual
date seems off
FactoryServer.log around the area the server exe is the proper 'current' log
yeah was not looking in the right place
the correct place is empty tho, no logs at /steamcmd/satisfactory/FactoryGame/Saved/Logs/
Ok loading an older save to the server fixed it. Is there any way to fix the broken/newest savegame?
save editor
log will tell you what's wrong
we can make assumptions about what needs fixing but without seeing any logfiles whatsoever it's near impossible to be certain
you can't see the server output anywhere in the dashboard your commercial provider gives you access to?
what provider do you use?
any other folders under steamcmd?
The strange thing is. Loading the save which doesnt work on the dedicated server, works just fine locally
no lag at all? all powergrids ok?
if you send me the save via DM I can spin it up on a local server quickly to see what's happening
thanks for this, fixed my server.
Hard to tell, seems a bit laggy locally. And the lights are flickering/strobing they dont normally do that
ah figured. know what's wrong, probably
you have a broken power connections that link up some placed down blueprints to either one in the blueprint designer or in the center of the map
(or both)
you would be able to tell this from the logs... because it will repeat ad infinitum that it's trying to finish loading a power grid and failing to do so
I see
hmmm I dont think we have a blueprint designer. But I can double check, maybe with savegame editor to find it and delete it?>
have you not used any blueprints whatsoever on the server yet?
usually deleting the connections in a save editor and stopping the use of the problematic blueprint(s) is fine, I think
sometimes they're one-sided connections which don't directly show-up in save editors either. other times they're more obvious
no haha ๐คฆโโ๏ธ
not using any
๐ check SCIM for a power pole in the center of your map?
What was the issue with power poles again?
wall outlet ๐
Is this bad?
it's in the center of the map so it's suspicious and sometimes problematic, though in this case you actually have two bugged ceiling lights
Ah you mean this one? Yes placement and the straight long connection light is unusual.
Thanks for explaining
that's not the problem, 1 sec
How can you find out about the ceiling lights? I'm curious how I can find out myself for future cases
look how hovering this ceiling light highlights two power connections
specifically the one further below that isn't connected at all
with arrow added for clarity
Im trying to find it on my SCIM ๐
right next to the space lift
yes but look how the other one isn't attached to the ceiling light at all
indeed
so you have a wire that is somehow attached to three things. which you usually see with blueprint bugs, though in very rare cases I guess you can make it happen without blueprints
there's a second one of those, which does seem to actually connect to the wire in the center of the map
is there a particular way in SCIM to quickly spot or find these objects?
so this ceiling light seems to be fine mostly, apart from the wire to the center of the map...
however this other one is
also connected to the same wire
the left one is literally wirelessly powered right now
honestly? the long wire to the center of the map and everything attached to it is usually a give away. the other one has no real way of finding it outside of checking the save file
i.e. in this case I checked all buildables that are attached to powerlines for which said powerline is not attached to that buildable
zero clue on how this happened without involvement of the blueprint designer though. likely a game bug
try avoid connecting wires during autosaves would be my first suggestion
so if I delete all the lights with more than 2 connections, or delete all the lights that somehow have wireless connections. That should probably fix things?
in this case deleting specifically those two lights plus the outlet in the center of the map should fix it
sometimes you can manage to connect to the server too with this issue, but the performance impact of this issue is real bad
is there a way to set the server to "always on" in the container version of the server?
i mean, so that i dont have to go ingame and set it.
it tries to complete the power grid circuit every tick
The wolveix image? only if you override the entrypoint, at which point you disable all the built-in environment variables anyway
hmm
theres no way to set that in a config?
its annoying to restart the server and have it go back to not on all the time
like if one of my nodes goes down
it just fucks all the servers on it
๐ you forgot to mount the config volume
nono its mounted
yes, you can set it in the config file itself
which one would that be?
the server persists it in the config on shutdown and loads it from there on startup
I'd have to check. 1 sec
@clear lagoon many thanks, server is running well again ๐ already lost too much sleeping time over this. good night\
FactoryGame/Saved/Config/LinuxServer/GameUserSettings.ini
mIntValues=(("FG.DSAutoPause", 0))
Good luck on Massage-2(A-B)b, pioneer! And good night ๐
do you have the same config folder shared over multiple containers? in this case you must either shut all of them off before you can edit the config or make the config unwritable, the server overwrites config on exit
most server manager options are stored in that config so if you share it over more than one container it will never persist properly
no, i do not.
oh ill look into this, hang on
there may be more values in there if you toggled seasonal events, auto save, network quality, etc away from default values
if you're running in k8s you might want to double check you're not sharing the same persistent volume across containers or pods, though you'd probably know wildly more than me about this since I'm not in ops xD
@outer fossil also make sure you're running the latest docker image, looks like there was an issue with persistent configs in older images: https://github.com/wolveix/satisfactory-server/commit/a151b0c96c52858a813deb955362cbc951b25eb2
no trust me, im not.
each of my containers has its own persistent volume claim
since i have storage classes set up
good to know, but im on latest i think.
connect to a test pod, set the setting in the server manager, then restart that pod, then check the ini file contents in the persistent volume
config flushes to disk on graceful exit (i.e. sigterm, sigint)
yeah i dont see the gameusersettings file
that would be in the folder FactoryGame/Saved/Config/LinuxServer from your cwd there
looks like the entire game server is installed in the persistentvolume xD
yeah, thats what i want lol
cat GameUserSettings.ini
we just wanna read it right now, set the setting in the server manager, then restart that pod, read it again, see if it saved?
that's containers for ya
[/Script/FactoryGame.FGGameUserSettings]
mIntValues=()
mFloatValues=()
mPrimaryLanguage=
CurrentFGGameUserSettingsVersion=0
mDismissedFirstLaunchPopupScreen=False
mPreferredOnlineIntegrationMode=Undefined
bUseVSync=False
bUseDynamicResolution=False
ResolutionSizeX=1280
ResolutionSizeY=720
LastUserConfirmedResolutionSizeX=1280
LastUserConfirmedResolutionSizeY=720
WindowPosX=-1
WindowPosY=-1
FullscreenMode=1
LastConfirmedFullscreenMode=1
PreferredFullscreenMode=1
Version=5
AudioQualityLevel=0
LastConfirmedAudioQualityLevel=0
FrameRateLimit=0.000000
DesiredScreenWidth=1280
DesiredScreenHeight=720
LastUserConfirmedDesiredScreenWidth=1280
LastUserConfirmedDesiredScreenHeight=720
LastRecommendedScreenWidth=-1.000000
LastRecommendedScreenHeight=-1.000000
LastCPUBenchmarkResult=-1.000000
LastGPUBenchmarkResult=-1.000000
LastGPUBenchmarkMultiplier=1.000000
bUseHDRDisplayOutput=False
HDRDisplayOutputNits=1000
[ScalabilityGroups]
sg.ResolutionQuality=0
sg.ViewDistanceQuality=3
sg.AntiAliasingQuality=3
sg.ShadowQuality=3
sg.GlobalIlluminationQuality=1
sg.ReflectionQuality=3
sg.PostProcessQuality=3
sg.TextureQuality=3
sg.EffectsQuality=3
sg.FoliageQuality=3
sg.ShadingQuality=3
[/Script/Engine.GameUserSettings]
bUseDesiredScreenHeight=False
root@satisfactory-659496c774-zg6h2:/config/gamefiles/FactoryGame/Saved/Config/LinuxServer#
yeah its not set
means it hasn't been changed from defaults. try setting it, then restarting the pod (since config saves on exit of server)
ill go correct what i need to correct
yeah dw
i know
and you cant restart the pod, best i can do is kill it lol
just semantics sorta thing
pods in k8s are ephemeral
if you set the replicas to zero it'll gracefully stop the containers in the pod right, and then scale back up when you up the replicas? #Iknownothing
nah, it will just kill it.
the best option is to do kubectl delete pods (podname)
just how k8s works
it still shuts it down gracefully, mind you
afaik that sends SIGTERM, waits for configured timeout, then SIGKILLs it
yes that. okay good, that's important
well... no timeout is generally present.
pods can get stuck
at whick point you use --force to kill them
anywho, thanks for the help haha
k8s is scary, save me xD
its not!
its wonderful
im getting my first tattoo on thursday
it will be a big k8s logo on my collarbone
Anyone have any ideas why Auto Pause keeps turning on when my server restarts?
The pterodactyl egg that I had was resetting the value ๐คฆโโ๏ธ
Anyone know of a way to pull player count from the server and imput it on a discord bot?
or pull any infomation
api
Since update to 372858.21 today I can no longer connect to my nitrado server in game, I can ping the server, ftp all fine but server appears offline in main menu ๐ฆ Any ideas?
yeah you know the api url ?
yeah ty
help with externally connecting to dedicated server? locally works fine
local gameplay is fine, server is hosted on Nitrado, have tried restarting it, my PC, verified game files etc
im using steam
Welp I have trees, I am home and restarted everything, ping to server is 10 - 15 tick average is 30 playing ultra on both and high cpu priority foliage has returned at a new sub base and it can't be removed.
Guys I'm terrible with dedicated servers and am having a nightmare trying to update mine. Does someone think they could hop on a call with me? Just add me.
jeez, now i feel bad for not pushing my latest updates
whys that?
also no more sdks pls ๐ญ ๐
7 sdks and 0 vaguely complete cli tools that use the sdks
because my github link got put on that page heh
My dedicated server crashes every time I delete a components of a placed blueprint AHHHHHH
ive had some local changes for a while, just never pushed them to github. just pushed them. and added a new api to the supported list in that wiki (https://github.com/Feyr/satisfactory-python-cli this one)
super easy to add new api to it now
you are familiar with classes, right
yes. it does say quick and dirty ๐
but yeah next step would probably be to add some classes around, but that feel like work
python2 rip
i know, i felt dirty doing it, but also lazy and i was trying to get my server running, not debug code
can i get you to add a pip install click somewhere
guys it turns out I was out of storage
I set up a dedicated server on Windows with NSSM, following the guide on the wiki for both the server and server update services. How do I make the server periodically trigger the update services? (Unless I am misunderstanding how these work). On linux they use a cron
if you're on windows, prob a scheduled task
windows key task scheduler
prob want something to stop the game server when running updates
task to run a batch script to stop update start ig
also double check which user all that gets run under, not familiar with windows
Curious what the point of nssm is
easy windows service creation i imagine
Guess itโs just a gui to create the service
yeah win11 services.msc is still same old
Narrowed it down to this blueprint. Whenever deleting the lifts in this blueprint, which I made in game, without tools or mods, the game crashes...
hi everyone, i seem to be having trouble with my dedicated server. does anyone know a fix?
i know i'm supposed to use steamcmd, but i'm having trouble with the syntax
What are you trying with Steamcmd?
ah nevermind, i finally got it working. if anyone else runs into this problem, try "steamcmd.exe file location" +force_install_dir "server folder location" +login anonymous +app_update 1690800 validate +quit
This sounds like something my friend ran into. Hereโs the steps he gave me in case it happened to me too
if something like this does happen, stop server, remove entire blueprint directory, remove offending blueprint and its cfg file.(save this as ur bp backup)
load save into SCIM, and remove the building/blueprint and save it.
then wipe server completely, like youre starting fresh. then using in game upload system, load ur edited save. then stop server, upload your blueprints and voila
What happens to him โI do know that if you place a blueprint on a blueprint machine, edit it, then save it, then try to delete both the blueprint and the designer at same time, it can corrupt the blueprint and make it so anytime you attempt to delte the blueprint, the server insta crashesโ
Sounded similar hope it helps
Pain, Ill have to give it a try when I have the time. I put it on the QA site.
Hopefully they fix whatever the issue is with the blueprint designer, because it's going to be unreasonable if I have to test every Blueprint I make ever by manually deleting every component of it, hoping it's not magically bugged in some undetectable way until it's FAR too late and I've places 80x of the damn Blueprint.
In my case, the Blueprint designer was never deleted.
It was the most vanilla Blueprint creation ever. Placed a new designer, made a Blueprint, used it, and then experienced a lot of pain.
I realized it was the Blueprint when opening it on a new Blueprint designer, and it was still crashing.
If thatโs the case you may be able to just delete that one bp from the directory
If it hasnโt corrupted the entire directory
Probably, that and deleting the entire factory I made in calculator.
I haven't tested the other blueprints yet. If it's all bricked, I'll probably not play the game. I barely have time to play, i don't have time to go deleting everything, and almost everything in my game was placed with blueprints I made.
yes lol
dm me if you cant get it workin; I have a server your welcome to hop into
its ok as someone who has 1800 hours in the game; its still fun when something breaks and often a good time to start over with some new ideas
im assuming it was your first playthrough?
No i have like 2k hours
Just not as much time as I use to.
And if the game ain't stable... I'll just have to wait till it is.
My friends can't even play with me because their games crash on launch.
oh def join us on the server then; its a lot of people who dont have time anymore ๐คฃ teamwork makes the dreamwork
what ive found is that if i alt-tab out of the game while it's loading, it will crash almost every single time
anyone know what this is about? its up, i just cant get back on to it.. hello world, thank you.
@muted leaf You can probably get help with your Dedicated Server issue here
doesn't look like anything up to me
mine syays the same thing externally
there was a patch to 1.04. if thats not it, double check your configuration according to the wiki? Because its not a general issue, my dedicated server works (running from epic).
I'm gettin the same issue. Server worked fine before patch. I updated server and files using steamcmd and now I can see server still.
I know it doesn't help much but I patched mine last night and played for a good while and all worked fine. So not an everyone issue...
does anybody know ho to solve this Blueprint problem on a dedicated server? i Tried Renaming the session, but it dint work.
blueprints don't like spaces or special characters in the world name, no matter how you name your save, the world name doesn't change, and I don't think that you can change it
Thank you for your answer.
The worlds name is โNovumโ, so there shouldnโt be spaces or special characters.
Blueprints worked on a save which i uploaded from a client, this save was created in game in the server manager.
no idea then, maybe insufficient permissions? (/home/USERNAME/.config/Epic/FactoryGame/Saved/SaveGames/blueprints)
The permissions are the same for both worlds in C:\Users\username\AppData\Local\FactoryGame\Saved\SaveGames\blueprints
its strange that its working for one world but not the other
oh your server is on windows, well yeah, it's very strange.
Thanks for your Help
I found a workaround:
I Downloaded the Save, changed de Session/World-name on a Local Machine, an Reuploaded it to the Server, now its working
thx!
How can i change server tickrate 30 to 60
Anyone having any issue running the dedicated server update?
what does the tickrate change? I know very little on what it changes.
I'm an admin at our dedicated server, my game updated, our server didn't. Is there a way to reboot the game from a distance?
I only get the same message as @ContinuingToDie has above here. It is impossible to access the console, so 'exit' isn't possible.
#dedicated-servers message
you can enter "quit" in the console tab of the server manager, it'll close out of the game on the server, but should reboot by itself if the service is properly set up
I wish. I couldn't access the console, I only got version mismatch message.
do you have an api key to the server? you can use that to kill the game server process from an sdk like pyfactorybridge
big ask
but it is a possibility
API key? I'm a user with admin privileges. I can change settings and reboot the server in the console.
pyfactorybridge isn't exactly usable out of the box
can't even get their server updated, and youre telling em they can do what
ok I'm sorry
tell us more about this reboot the server in the console
well actually since you're not rolling back the client, no harm stopping the server first anyway
this is self hosted, correct
but also can you or can't you access the console
do i have to update server files before playing? new patch dropped
if steam updated your game yeah
You can't when using a different version. So no way to reboot the game on a dedicated server.
I don't see any questionmarks?
Dedicated server: people with admin rights INSIDE the game, do not have the option to update the server when a patched dropped - atleast, not that we could find.
So... the question is: is there? without Rens in this case, having access to the actuall dedicated server itself (nitrado in this case)
When I reboot the dedicated server it self, it will force update check of the game before launching the headless client (aka, dedicated Satisfactory server)
So forget steam, we're not self hosting the game via steam/epic, but on an actuall dedicated server
Ahhh so your paying a service provider to host and manage it all for you?
Usually service providers provide a dashboard for rebooting and updating servers they host, the dashboard is usually only accessible to the person whom pays the bills, unless they (the bill payer) delegate additional server side admins to have such access.
Guess its gonna be a feature request then
for inside the game admin rights, to always remain access to the console, and have update server inside there command
thnx Delphium
That's what the API is for.
But that assumes the bill payer setup the API for remote access, shared the API key.. AND assuming the hosting providers setup the servers to auto start after a shutdown AND update when starting the server.
But then we have to go around the game with external software, it should be in the game. The console should be accessible regardless of the version (up to a certain a degree I guess).
so hosting dedicated only works for some and not all? is there anyone here that can help with that?
Not sure what you mean, but it works for 'everyone' or at least for those that read and follow the steps in the wiki.
Or where someone struggles they are able to articulate exactly at which step in the wiki they get stuck and require additional support.
i see alot of people possting about the same issue with no resolve. doesnt work for everyone and the wiki says its deprecated
but again over and over people are saying internally they can connect externally not so much and theres no resoivle for that
all the ports are open all the firewalls are off
Probably looking at the wrong wiki. (It's in the channel description)
link?
Again and again folks fail to use the search or have zero understanding of networking.
Some users don't even know the difference between a LAN IP Vs a WAN IP.
It's not a game server issue, but rather a user skill issue.
external and internal IPs yeah ive set up a million dedicated servers
what also doesnthelp is the "well youre just dumb" approach because you have nothing else to contribute.
Not sure where your going with this.
Ultimately the server works for all whom have basic network admin knowledge, for those that don't, they have a learning curve before they are successful.
thanks for your help.
is there anyone out there with a guide thats up to date or something?
The wiki in the channel description is the most up to date ๐
ill reinstall w that guide thanksd
Delphium, im just gonna say this once:
Im not an admin, neither are you, either help people, or stop being an ass
help is appriciated, but being 'a know it all' comments, is helpfull to exactly nobody but your own pleasure
make dumb statements, get dumb responses
Please elaborate which statement is dumb.
If you need help, then articulate what it is your struggling with and then many of here (myself included) be happy to help.
So what exactly is the problem?
One asks why do people struggle, this can be for various reasons but usually it's a knowledge issue.
One asks for the wiki, I pointed out the wiki.
So what exactly is the problem your facing?
i see alot of people possting about the same issue with no resolve. doesnt work for everyone and the wiki says its deprecated
but again over and over people are saying internally they can connect externally not so much and theres no resoivle for that
claiming a user issue isn't a user issue
An admin can't access the console when the server and players game version are not the same. So no restart of the game is possible without using outside software.
Not all people who are admins need, want, can use, other apps.
What don't you understand Wiki? Can you articulate your problem with the issue I am addressing?
well, your only choice rn is to hit up your hosting provider, no
tho i agree that a version mismatch shouldn't prevent changing settings or console access, since the api is the same
We already contacted the devs to try and make this work.
where was i being an ass
Here.
that was at the other guy, which i elaborated on
In that case, disregard my remark. I'll remove it. My apologies.
What other game allows an update from within the game itself while the insurance is running? Just curious on how you expect the devs to implement that kind of feature..
well the server's console's only accessible from ingame*
Not update, just force the game to restart. This will trigger the update whilst booting.
How does restarting it trigger an update? Meaning you already have 3rd party controls in place for that?
I do agree that not being able to manage server with version disparity is pretty dumb, but they must have had their reasons
If we reboot the game, it starts the game from scratch and updates by itself.
Only if the service setup has been configured to update the game server before it starts it. Sadly not all hosts do this.
This is more a hosting provider configuration issue than it is a game issue.
That said it would be nice if a trigger to update could be issued via the API at the very least, internally would be a nice bonus too ๐
they say it does, so i'll assume that too
don't have to consider every case all the time you know
Lots of assumptions, lots of confusion.
Assuming it does then a simple restart would do the trick.
I highly doubt that any commands around updating via API or console will ever be implemented, far too complicated to maintain its own version of updating (since has to be via Epic or Steam).. this will always be outside of the DS process IMO and rightfully should be
and let's not get started on what the devs should have done lol that'll never end
Ultimately it's a good feature request. But at present we can only share some alternatives.
Including raising a ticket with the service provider to manage the server for their paying customers.
Being a server admin comes with responsibilities
Sorry we can't help much further rens. Without service provider dashboard access, or having the API key to perform a server shutdown, there is little more anyone can do.
We noticed that, thanks. The feature request should arrive sometime this afternoon/night.
could download the previous client version
I think they bank on the fact that if you ought to be messing with the console, you should have direct access to it.
Depending on an in-game console just isnt an ideal situation.
You could just crash the game?
I mean there's a series of bugs that do it I'm not even kidding.
Not sure who started this, but if you scroll up, you'll see my blueprint that's crashing the shit out of my server over and over again lol
That will restart your server.
Any user would be able to trigger if it they get in.
anyone have any idea why my game suddenly just popped up with SessionLookupFailure not_found (EOS_NotFound) ?
That's some outside of the box thinking, I like ๐
Version mismatch is persisting after I updated my dedicated server. I the server software out of date?
Nope, build matches server and client atm - so perhaps the update didnt apply for you
Iโm curious to know if anyone else has been experiencing similar issues with pipes. Iโm currently on Phase 4 and have encountered various intermittent problems with pipes during my dedicated server playthrough with a friend.
For instance, I've noticed oil occasionally turning into water, pipes appearing full while the next segment is completely empty, and deleting and recreating the pipe seems to resolve the issue. Additionally, when I explore and return, it feels like reloading the chunk resets the water levels to zero, requiring it to spin up again.
It's important to note that this is not related to headlift issues either, and I am fully aware of the throughput requirements.
I did the "app_update 1690800 verify" and even verified the files in the steam client.Not sure what I'm doing wrong then
I dont think verify is a valid command, isnt it 'validate'?
I spelled it right last night I promis ๐
Stop server, run steamcmd app_update 1690800, start server - should be all you need to do
double check install dir
hell of a pull request
Oil to water? You must have angered the sloop gods.
The pull request has already been made, waiting.
yea, still a mismatch. I set this up for my buddies but i'm not an expert, I just followed the wiki and video's.
If anyone needs it, I also created a Windows installer for the server a while ago: https://github.com/asidsx/SatisfactoryPyServerInstaller.
It was running fine until yesterday morning.
Anyone else getting crashes every 15 mins?
Actually I had that happen and I was surprised to find water in my pipe when I was not even using water there.
Glad I am not the only one. It was incredibly frustrating to debug, particularly because of the length of the pipe.
Pipes definitely have some issues still, that is for sure
The issues with pipes are so annoying
I have not run into this with pipes and have pretty extensive water usage atm
It has stopped me playing Phase 4 if I am being honest. I got really frustrated with the amount of time trying to debug pipes. I have seen several other people on Reddit advise of the same issue as well
The connection problem.. sure - been a thing since pipes were a thing on DS, but not the seeming to be flow/contamination issues
Interestingly, I was watching CohCarnage's playthrough and on Episode 200, he was debugging pipes for like 1-2 hours and had similar issues.
I am thinking I need to redo my whole power plant, as it works great for a while then suddenly it all goes on and off. I am thinking it is because it is so large and all together, thinking it might be better to break it down in sections.
Flow issues are one thing and usually a misunderstanding of how the pipe physics/system works in Satis.. The contents of the pipe turning into something else is certainly interesting
Can you reproduce that zeroing out issue consistently? Like going to the other side of the map always results in the issue or is it sporadic?
Yeah, I am not a novice by any means, I am well acquainted with pipes, throughput, headlift, etc. The issue was very bizzare, because I know a pipe cannot shared liquids, and even when I flushed the entire pipe, I would have segements with oil and others with water.
The issue with it resetting when reloading the chunk is largely intermittent as well
I have 569 water extractors (most are OCed to some degree), 315 MK2 pumps and 89KM of pipes and never have I seen it change the contents of the pipe. This is several largescale factories spread out on the map as well, not just in one biome.. certainly odd behavior
Next time you see it could you make a save before making any changes/flushing/etc and DM the save to me?
I'm getting a Game Version of "372858" and Server Version of "368883"
Show us the output of when you run the steamcmd app_update command
To be honest, I have stopped playing as a result of the issue. Me and my friend spent several hours debugging and eventually just gave up with the playthrough for now. I do recall in the patch notes that a similar issue was happening at a biome and that the incorrect fluid was being outputted into a pipe. I was having the issue at the red forest.
Upgrading pipes causes any pipe segments connected to machines to stop flowing
Other than that I had no issues
@harsh stump
Yes, red forest water extractors were outputting uranium waste, wasnt aware of any of the other issues you mentioned however
Hopefully they will come to light over the next few weeks, I imagine there is a lot of small little bugs or inconsistencies
I did notice a few of the pipe bugs were fixed in the patch yesterday ๐
"Success! App '1690800' fully installed"
Wow I took my game ooff my server to play and I am moving faster, so I hope it stops the crashes too.
My server was getting maxed out level too.
I have about 110 hours in my dedicated server playthrough. Hardware is a 4090 and 7800X3D. Also noticed de-sync issues after 4 hour of playing. It's always about 4 hours where i will start to lagg when jumping in the air.
You are running the client and server on the same box?
The only other issue I have had is the tick rate - which is set as 30 by default. My network settings are set as high, but its slightly off putting when you're fighting enemies and the particles are like 5fps
Yeah, I have no issues at all up until the 4 hour mark, then I get the weird de-sync issues
As soon as I restart the dedi server, its fine again
I was on a hosted server.
no, the server is running on a separate machine and my buddies are in California and the UK. It was working fine.
And either it or I was crashing every 15 mins. So far I have not crashed yet after I moved the save to my computer
i too answer questions obv not directed at me
This is my issue with hosted stuff.. you never know what else they are doing on those dedicated machines. They have to find a balance between renters that are making huge vs small worlds and how many can reliably run on one piece of hardware at a time?
I get not everyone can host their own server/has spare hardware but paying xyz provider to give you access to the instance doesnt guarantee a good experience just because you are paying for it.
As far as crashing goes on DS.. there have been instances of folks reporting that which is usually something in the world that is fixable via SCIM, usually just need logs/crashcontext to see whats happening
As a sysadmin.. I love hearing 'it was working fine'.. LOL
Of course it was, then something changed and now it isnt working fine - isnt that why we have IT staff? ๐
there was a patch yesterday morning/afternoon
If you are running steamcmd and its saying it updated, how are you launching the server?
Seems like it might just be the wrong directory/install location or something.
I also had a question about the dedicated server. When I launch it from steam, it's just a simple CMD window. I cannot interact with it, I cannot type, etc.
But if I look at the Satisfactory Youtube video labelled 'Dediicated Servers have leveled up' I see the following interface
-NewConsole
Hmm?
Yes I know hosted server can be like that, but I guess I was going to move off the server soon anyways as it was going to cost more soon. the memory would say one min 4 gb than the next it jumped to 5.5 and I had a max of 6.
Add that switch to the startup and it will enable that, doesnt allow you to type it in anyway just gives you not a command window but a fancy UE window
6GB is pretty slim for a Satis DS that is midgame or later, even more so if more than 1 player is joining
it magically started working and i have no idea why....
I was the only one.. Yes 6 GB is pretty low.
The bad thing is I am actually still crashing after not being on the server.
nothing i do gets the server to connect externally
Same. Also if you use a hole trough a wall or support, that could block the pipe at that location. I only use them to make the route, then delete them and connect pipe to pipe again.
Hey guys! We're experiencing stuttering by vehicles following a path on our dedicated server, anybody know if that is specific to dedicated servers or just the game in general?
(P.S. I saw @golden roost's video from years ago, but I was wondering if this was a known issue for 1.0+)
i love this game so much
Hey y'all, I plan on playing solo only doing late game builds. Does anyone know if it's better (performance wise) to host a server on a mini PC, or should I just run the game on my PC?
chances are your gaming pc's gonna have a better proc, i'd go with that
fairly quick one i hope, running dedicated server on windows, if i close the server the server (for steamcmd update) and rerun it, the game loads fine, but it forgets the server auto save interval, it defaults back to 5 mins and the auto restart defaults to 24:00, it doesn't save these settings ??
It does by default, did you read-only lock your config files?
not intentionally, config files might exist from older versions i suppose though..., will check
security seems ok, i don't see anything too wrong, it saves games no problem
when i save the server settings (in game), there is no complaints from the server log
Ah, if it wasnt a fresh install it probably wont save properly
One sec, I think its GameUserSettings.ini has a section that has all the variables in it
not a big deal, i'm so glad these settings when added properly, the 5 min default save was killing my game in the previous alpha...
If you arent using any special configs like enabling streaming assets, network quality aside from the pre-canned or autosave retention I would just delete all of the INI files in the config folder (*after stopping the server)
Specifically the GameUserSettings.ini has an mIntValues and mFlatValues that will stick around and may not save when adjusting in the UI, yet still apply at launch
SatisfactoryDedicatedServer\FactoryGame\Saved\Config\WindowsServer
Should be similiar spot on Linux
ya seems to be saving those ok, actually, would steamcmd reset that file? :), the ini file currently contains correct settings
Honestly not too sure, I want to say the settings are now stored in the ServerSettings<port>.sav file instead but I dont actually know for sure
Given you are seeing the proper settings in the ini, yet they continually reset tells me its getting it from somewhere else, can try to delete the ServerSettings and INI files, reclaim the server and then set the options you want from scratch to ensure they save. They do indeed save properly as long as the files side is in order
ya i can see it updating GameUserSettings.ini when i change settings in game, since i's a file under steamcmd, i assume when i do update it's reseting it, i will chckec next update ๐
it shouldn't
https://steamdb.info/depot/1690801/
Hey, I wanna update my dedicated Server in Windows, but I don't know how to give steamcmd the correct directory so it updates the correct folder
Does anyone know how I can do that
Lol I was just walking the depot to see if ini files are included, was just thinking if validate was replacing with 'default' versions but they arent in the download for Windows or Linux DS
yes
"an error"
If its only breaking during an update, just copy off those files or mark them read-only before the update. Steamcmd shouldnt be changing them but perhaps it is
?
What error.. what is the specific command you are trying to run?
We cannot guess as to what error you are getting or what syntax you are using
The proper way to use force_install_dir is on the wiki but it also applies to any steamcmd installation so not just Satisfactory.. I am sure there are plenty of guides out there on how to use it
just found out my mistake. forgot to type in force install before login
still appreciate the help
really ought to make a script for that instead of typing it out every time
Here is the command I use on linux: steamcmd +force_install_dir ~/satisfactory10 +login anonymous +app_update 1690800 -beta public validate +quit
question. i run a small media server that i use for satisfactory to host my game. that said. if a friend could theoretically use tailscale or another VPN such as hamachi, to access my local network. is he able to connect to my game? i tried it the other day and it did not work. am i thinking wrong here or does it need another "layer"?
If you host your own VPN and the VPN is set up to be on the same network, then everything should work.
You can also open the port instead of using a VPN.
One more thing, make sure the VPN is set up to handle UDP connections as well
yes i have tailscale on that server and i shared an invite so he can be a user in my network. he was able to join and he saw the server. but in the game typing in the ip adress with 777777777 port, it wouldnt connect
In the case of say hamachi, yes he could connect over it.
But hamachi only works on the machine it's installed on, it does not grant wider network access.
ehhh im not comfy with this. seems to be a security risk. i wanna leave my router stock
777777777??? This is not a valid port
Correct. Just making sure you are using the right port.
it was 7575 earlier and now 1.0 7777 i believe
its the one that the game already has in there ๐
I have my port opened so I'm not sure familiar with Tailscale setup, but I'd check the settings for the VPN to make sure the connection can make it there
@topaz scarab opening a port is not a security risk ๐
Sorry rogue ping
Has anyone been able to get more server commands?
owkay. when i enable port forwarding my router does not seem to be happy xD and when i tried it i broke something. i better leave this as is. since tailscale should do the trick
I'm trying to leverage the api to see which players are connected to the game, the only way that's feasible right now is to pass a command but I'm not sure if that even exists
It's in the API using query state..
Edit, I miss read your message.
You can get player count but not WHO.
https://satisfactory.wiki.gg/wiki/Dedicated_servers/HTTPS_API#QueryServerState
not player names it's not
Tailscale is a point to point VPN, you are introducing a more complex network setup. You will have to understand some networking to fully grasp it. But yes, it should work.
Yeah, I think you can only figure out how many players are connected, but not who is connected.
Aye, how many, but not who.
Hopefully they'll add some new functionality to the HTTPS API in the future
devs too busy with rgb
Anybody?
Are you hitting resource limits on the machine hosting the server? CPU at 100%? RAM at 100%?
yeah...
Server Status:
Active Session: NewOne
Auto-load Session: NewOne
Connected Players: 1 out of 4
Current Tech Tier: 6
Active Schematic: /Script/Engine.BlueprintGeneratedClass'/Game/FactoryGame/Schematics/Progression/Schematic_6-3.Schematic_6-3_C'
Game Phase: /Script/FactoryGame.FGGamePhase'/Game/FactoryGame/GamePhases/GP_Project_Assembly_Phase_2.GP_Project_Assembly_Phase_2'
Game Running: Yes
Game Paused: No
Average Tick Rate: 29.8734073638916 FPS
Total Game Time: 220h 19m 52s
Status request completed.
We host externally, and according to my dashboard there Iโm nowhere close to hitting the allotted hardware limits. Ping is ~30ms at all time.
Yea, but I figured there might be a server command that prints out connected users to console. Then the output can be read through the api
Why -beta public?
Has anyone done a faction server?
Headscale is P2P VPN. Tailscale connects to mutal server...
Not required, but just to make sure it is always grabbing the public version of the game rather than experimental. I had experimental running for a bit ๐
I have no experience with Tailscale, but it is built on Wireguard which is per definition P2P. You may connect to an orchestration server that is common, but the connections you get are P2P, else Tailscale would have to route all traffic through the mutual server. That's what they explain on the "How it works" page. But please correct me if I'm wrong.
Has there been any update of the return of foliage and trees since the patch
Im running an Unraid Server and my game will not update. I am using the ich777 image. Does anyone here know how to update the game on unraid?
I use GSM and it updated pretty painlessly
GSM?
creates the servers
Im trying to use unraid as its a remote server
mine is at home but separate machine and I connect to it from work or where ever I am and friends can and do connect as well
I have seen unraid stuff with docker and it looks good
looks very similar
when you try and update does it hang?
I dont know how to update it
update satisfactory
the login anonomous doesnt work
the steam one? it worked for me
on unraid?
no on mine but they all update using steam
"steamcmd.exe file location" +force_install_dir "server folder location" +login anonymous +app_update 1690800 validate +quit
GSM has the option to check for update on restart I would guess Docker or unraid has the same
It normally does, but it doesnt work. Thats why im asking if anyone has experience with unraid as the commands will not work
restart the container?
Yup, already did that. It still stays at v368883
fixed it. I just removed the docker container and reinstalled it. Then moved the saves back
recreate works too sure
Never used mods on a dedicated server before. Do all clients have to download the same mod profile as the server to be able to connect?
Quick question, if my Server tickrate is worse than the default 30, does that mean the server is slowed down and I can't rely on production per minute numbers on machines?
tailscale.com/kb/1257/connection-types
Short words. Connect to a DERP server then hands over to a direct connection.
Switch to the other image.
Hi all, anyone here using Nitrado? I am having difficulties changing to a new save file.
so my dedicated server seems to stall out right after saving so i cant join back if i leave, could this be a problem with disk space, i have 6.5 GB available
i dont want to purge my disk if i dont have to
could be, sure
nvm i thought it was after saving because thats where the log stopped but an autosave did not kill it
it seems to only be when i disconnect
i found this bug report but the workaround isnt working for me
https://questions.satisfactorygame.com/post/66e08561772a987f4a8a9d67
known issue, not acknowledged by devs, don't count on it getting fixed any time soon. don't host on the same computer you play on or use docker
๐
You know if they acknowled the blueprint bug crashing servers that was reported over a month ago?
Hey guys, what dedicated servers would you recommend? Only need 5 spots, if possible. ๐
Hostinger VPS is probably the cheapest if you still care about performance
Great thanks. So as a VPS I need to install`and setup myself?
If you're really adverse to sending like 10 Linux commands to get it running They have a "gaming" vps which has a panel and can be setup with less effort than the on-boarding section in satisfactory
It's a couple dollars extra for that. But it's dead easy.
You'll want the 8gb server for satisfactory. It will have more performance than you need.
Thank you for the fast reply
how would i use docker
lol when'd they add a bot for that
The bot wouldn't let me post the link.
You can go to bing.com and ask copilot the question, it will give you the same answers and links that I had.
"How set up satisfactory on desktop docker?"
wow it's not half bad
are we having issues after todays update?
I saw the patch so I went ahead and updated server/appid
Now server is offline and wont come on
yesterday's patch? works fine
Hmmmm I wonder whats wrong w/ mine now. I'm at a loss.
Can't get it to come online. And yea - yesterdays patch sorry
SteamCMD/1690800
checked the logs folder?
about to head there. I wasn't expecting to see much because it looks fine...though im sure im missing a ton
im not seeing any critical errors or anything like that.
Thats what I would have guessed as well...
sadly, yes
no issues until now. But i know that self hosting is bad.
is it? first time i've heard that
sorry... you mean I host on same pc
because thats what im referring to
Anyhow - I host the server, and i play on same machine.
LMK if you think of anything. HAvent had issues until this update. Server is not crashing.
current view:
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Checking_Listening_Ports_on_Windows
does running this return the same output
ill check in a bit. I've just had a breakthrough.
oh?
Dynamic IP issues. I think that is what we're dealing with here?
in short: yes
they all connected. But as clients to the server. Prior to it was admin. So i'm...well im confused.
in addition, as i'm not connecting as admin, I can't remember the server PW i set up initially. which is......whatever
that's easily reset
ok.
good
im just confused why prior to this I WANTED to connect as a client, just...for reasons...
Now I want the other connection I once had. sigh
So I guess 2 things: 1 can you help with that client vs. admin connection?
- is there a way to avoid this in the future? I happen to have just learned that my ISP wont just give you a static IP at the drop of the hat. So i'm not willing to go down that road atm
1a) the password reset
and then how to connect as server admin
like...i have never once been asked for a PW. I did initially set it up. But yea. maybe thats by design? idk.
brb -- thanks for your help so far
I can not figure this out
it'll have you set one when you first set it up, but it won't ask for it again after
is the steamcmd force install dir the same dir your game server is in
ill be honest I have no idea what that means
o boy
who hosts the server
I host
and you installed the server through
yes I watched a youtube vid. played the server with a friend a few days ago for about 5 hours. then today tried to play again and go this version mismatch
.\steamcmd.exe +force_install_dir C:\Users\austi\Desktop\satisfactory +login anonymous +app_update 1690800 validate +quit I tried this aswell from a post I saw about this issue but didnt seem to work for me
[01:26.100 --> 01:29.860] So i'm going to create a new folder within my c drive and call it servers
...
[01:52.980 --> 01:56.520] And i'm going to create a new folder and i'm going to call this folder
[01:57.820 --> 01:58.300] Satisfactor
do you have a C:\servers\satisfactory
No I do not
what about this didn't work
Im not sure. the post was in this discord and people said that fixed the problem for them
You literally just use the admin password instead of the user password.
I just made a new server then loaded the latest save so everything is working now
Okay so I had this issue a couple days ago. Go to the console for your server and type in exit. It'll restart the server which will autoupdate the server to the newest version.
not with the way they installed it, it won't
@pearl island
and @last canopy since you thumbsup'd it
The fastest way to update my server is to try and delete the wrong belt. Instant crash.
Who needs a console when there's a perfectly good restart option in the disassemble menu!
Did you try deleting a component of a blueprint?
wym? thats the error my buddy gets when trying to join
I was asking because there's a crash that can happen that kicks everyone. Involving blueprints.
Here's a thread on it, and a reported solution, their suggestions might help you if someone else can't.
https://www.reddit.com/r/SatisfactoryGame/comments/1b591jj/dedicated_server_connection_timeout_despite/
thanks, will try
I was about to mention that you should consider redacting ip's when posting in discords unless you're sure you aren't worried about it, but looks like you've proactively removed the message, lol.
yeah, didnt see it at first
Neither did I, until it said on Google 'doesn't include:...'
do i put that command in a start.bat file or something?
I believe he's talking about running that in the command line of the server.
But could be on buddy's computer.
in the console on server manager?
Well, maybe, depending on what kind of console your looking at on the server.
What kind of server?
dedicated on my pc
Mm yeah, it's probably not that issue then. And those commands won't work on windows.
did steamcmd download thing
update.bat file
that process
i think its a port issue, bc a port checker times out when tryingto check it
problem is, i opened the ports in my routers settings
I've seen some people have problems with self hosting, but i didn't really read because I don't self host. One guy reccomended running the server in a docker container via dockerdesktop.
oof, ran out of azure credits and it killed my server ๐ฆ
@sturdy gust heyo, quick q for ya
kubernetes has some issues with nodeport being funky
where setting a service to both tcp and udp can cause issues
dont ask why
but im guessing theres no way to mitigate this?
previously, with 3 seperate ports, i was able to do everything properly
use host networking?
now im kinda boned lol
yeahhhh that comes with its own set of issues i wont get into
im trying to use nodeport, not loadbalancer
different port and a socat daemon?
eh
i guess, but thats a messy way to do it
considering k8s has that built into services
just a bug rn sadly
id rather do hostnetwork tbh, assuming im not hosting it professionally
well
i am lol
so i really would like nodeport to work properly
i have my reasons
to not do loadbalancer
i havent looked at the k8s network stuff lately, but usually the sdn stuff is all sort of crappy hacks that impact performance badly
it might be now, it's been a while since i looked at it in detail heh
well, you really should. its a treat.
but when i see really basic fails like not doing tcp/udp on the same port, it brings back the same kind of waryness
ah it's tunnelling the port back across many cluster. interesting
silent truncation ftw?
is there a built in server update function or should i script it ?
no built-in
ty ๐ moar learning linux for me
#!/bin/bash
if [ `id -u` == "0" ]; then
echo run as non-root
exit 1
fi
sudo systemctl stop satisfactory.service
/usr/games/steamcmd +force_install_dir ~/satisfactory +login anonymous +app_update 1690800 update +quit
sudo systemctl start satisfactory.service
here's what i use. replace the ~/satisfactory with your path
stop ๐ i really wanna learn it. been on a binge with configuring a vyos and shit
ok, i wont share the one for checking if there's an update before doing it then ๐
naaaahhh that's a fair cue now is it!
yesterday i was playing on my server and the belts were lagging, like items were not moving smoothly on them, is this server lag i'm experiencing? server manager showed "average tick rate" being 20, currently it shows 29, i assume lower tick rate means more lag?
wouldnt have thought of it, because my son aint gonna be plugged in at 2am anyway (and if he is, he'll have bigger problems). but it'll be cleaner ๐
yeah, more ticks is better
thanks slep ๐
yeah my concern was i dont know if they'll release the updates at 2am, maybe they'll do 8am and when i get to play later it wont be updated
not that i put it in a crontab yet.. it hasnt really been that much of an issue given the slow pace of updates so far
we have not even completed phase 2, so i'm concerned about the server lag when we do reach next phase
that's fair. i'll have a scrip that checks it every 15 minutes and schedule the update accordingly then. ill figure it out ๐
good luck
ehh no luck needed, it aint rocket science, you just figure out the best way, which you helped with, and then find a way
i shared the easy, well documented one ๐
tho i presume we'll wanna play factorio next week anyway. its systems are way more complicated, which we like
tho satis is special.
yep, very different game. both interesting in their own ways
yeah in satis i end up doing mostly architecture
in factorio i get lost in the bowels of the circuit network. and now that we'll be able to set machine reciepes via the circuit network .... it's kinda uh-oh
im a rush-to-the-end-then-beautify kind of guy. i just need to stick the last part in the elevator to save the day, which im waiting for my friend to do
then ill go back and make pretty buildings, maybe ๐
hmm machine recipe from circuit network!
the thing is, rushing in satisfactory tends to spawn abominations
can confirm. half my base is abomination ๐
but not rushing also cause issue, because then i want to go back and redo everything with mark5 belts
or 6 now, they're so pretty
ya man... amongst other things... i already was making useless shit like smart furnaces that could switch reciepes (since furnaces dont require reciepes so you control it with input) -- with machines being dynamic... uhhh
yep yep
i havent actually checked whts in the factorio update. it'll be a total srprise
i get you... i mean.. if i rush the logistics parts at the speed i can think about the,. just raw execute, i end up with a very functionnal yet nowhere-near-understandable pile of shit.
oh sorry. no more spoilers. ive been reading their FFF forever.
have a nice whatever-time-it-is-where-you-live buddy
poof
yep. midnight here or just about. time for sleep
Does the world stop when you disconnect from dedicated server? I had server running for 2h yesterday when I wasnt on and my storage didnt fill at all
thinking its either that theres a setting that makes time stop when im not on or its because server restarts 5 min after I leave
Read through your Dedi server posts. Having gone down the same path self hosting games for mates n I in a VM on my home server thought I share a recent find.
My Old Method:
Headless Ubuntu VM using either LinuxGSM or Docker (im very bad at both lol. but learnt a lot in the process). then set up Pterodactyl panel with moderate sucess.
Was bashing my head against the wall to get a 1.0 server up n running and stumbled across AMP Panel. for ~US$10 the base licence gives 5 server slots that can be docker(ised?) if you wish on a very swish webui. with 3 available accounts.
I kept the global master accout myself - assigned an almost global account to my Devops mate then set the 3rd up as a user account that the other mates share.
Can highly recommend the base AMP licence over even Pterodactyl
apparently destroying and recreating the resource or using server-side apply instead of client-side apply might work? just seems an issue with applying the configs. I wouldn't wait on the issue to be fixed since the original bug report is from 2016, which has since been closed in favour of another bug report from 2021...
Yes. It's in the server manager. Auto-pause is on by default.
fyi Senk0:
ahhh thanks ๐ญ
Yeah, unfortunately not ๐ฆ Until CSS provide a way to set either port as something else, there's not a lot we can do
hi everyone, can start two dedicated server in the same computer?
Tried these, no worki
Yes
If you host them on separate ports
yes, but to start a second server.. close at 5 seconds
the first works fine
but the second close
What?
Is there a risk of issues if you build to high in the map? I'm getting crashes when interacting with a blue print I put down a few days ago.
Am almost at the top of the map.
The blueprint is one I've been using for a long time...
If I have to delete the blueprint from the save is that just the lasso tool to select an area?
Urgh 58 floors of fuel power generators down the drain I'm guessing
I guess you need to install too two different folders and run separately...
how are the dedicated servers now when playing multiplayer?
What is it?
thanks ๐ i have this sickness where i like to have fun reupping my shit on different oses to test tho, dunno that i wanna pay for a mgmt interface
Time out. Second screen is useless since not much of info is provided
Lol literally not
Server crashed due to this
Or after it
Previously could connect?
I mean i can always connect, it just crashes the server at autosave sometimes and then restarts
If yes then maybe save is dead OR something is going wrongly, even though it should work
It's a fresh new world (from 1.0) or from early access?
Am I the only one who has returning trees and on top of that I can't remove any trees after the patch even in new areas
This happens to me too, when game autosaves the server crashes, idk if it's a problem with the server provider or with the game
No you're not at all
Game, im self hosting
ho wdo you make a dedicated server
Any issues after small update today?
After windows rebooted server is starting again fyi
Yo, trying to install mods on my dedicated server.. adding it to the mod manager manually (doesnt seem to be detecting automatically, maybe because I'm using my own batch file so it doesn't use Steam?)
Then getting this error trying to install mods
help?
using the Path method to add
it's hosted on the same PC I play with
stop whatever's got the file locked
steam? ill try
how dedicated servers work?
I think if you use SMM it shares the mod folder between the dedicated server install and the client install but not sure.
We need to wait for the official announcement about mod support on the server from the mod developers.
I usually run dedicated servers in Linux VMs but can confirm mods do work on Linux servers using SMM to sync mods over SFTP
so I'm trying to get a server up and running using a computer I have spare that was running a minecraft server, so a port is already forwarded, and when I test the server in the browser with the ip and port it does come up and do what is expected, but in game it still shows offline
Oh lmao, nvm wrong context. But I think saw on the SF Mod discord server that someone was having issues with infinite nudge the on dedi. A lot of mods say "server" but aren't "dedicated" compatible only "client hosting" compatible.
I might not have correctly set the udp port but I don't know where I'm supposed to set that because it doesn't really give much info on the wiki
because it depends on the router/firewall you have, basically everyone has something different
I've tried looking through the wiki page and it isn't really getting me anywhere
I mean where to set the port for the server to start on
I don't want to use the default port
-Port
yup
ok cool, so ports are set correctly and I forwarded them previously
Server should list at the bare minimum using a LAN IP if the execution passed, otherwise something went wrong with the execution
that's what I'm thinking
I get the correct page if I put the ip and port in the browser but it shows as offline on the game client
Not sure if you're using windows or Linux, but for Linux you might have to firewall allow the local subnet to at least connect locally.
Welp, found the issue
When I port forwarded before I forgot to open the UDP port in addition to the TCP port
I guess the other time I used this port I only needed tcp
Yeah forgot it listens to both protocols on the same port.
I saw that it used to be 7777, 15000, and 15777
ok so udp is open now and it's still showing offline
ok it was the firewall, again only allowing tcp traffic through
only 7777 udp tcp
my server is crashing a heap more frequently after the latest update!
would regularly get a couple hours between crashes before today and now it fails after a few minutes ๐ฌ
New since the last patch.
The server pauses when no-one is logged on.
The server software is struggling, big time. random disconnections, looks like players socket gets reset and the server can't establish connection to them again properly, causing them to fall out of sync then they have to wait for them to get fully disconnected from the game before rejoining otherwise it creates a ghost player entity, if the user rejoins before they are fully disconnected it causes their player to become duplicated thus losing all their items until they kill the ghost player entity and reclaim their stuff, has happened a handful of times but it's very annoying. It's a bug that's plagued this game for a while now and looks like nothing has been done about it.
still better than unity's net code haha.
Good luck getting any kind of response from the devs, I haven't seen a single interaction in this section for weeks.
what do you see in the server logs at the same time?
The issue with new pawns when you reconnect too fast is known. If you're getting connection drops, make sure you don't have a faulty router or firewall that's dropping the connections
I haven't had a single disconnect from server since 1.0 dropped apart from actual server crashes and the mandatory daily restart
I would have clients pinging me the moment the network goes down, this network houses multiple VPS, game servers, has edge locations, it's hosted via cosmicguard, I have tons of monitoring systems in place to let me know as soon as something goes down. The router is absolutely fine, as I have firewall software in place that all the servers go through, it's an advanced system and is too much for this discord server haha. It's well built, has plenty of features in place as well as a qualified network engineer managing our systems. I've debugged this for months, it's an ongoing issue on multiple servers, multiple hosting providers, it just seems like it's this game software. Regardless of updates, the devs seem inactive in this part of the company. The headless client hasn't seen a lot of love recently. But I do thank you for input. But trust me, we've inspected all possible places that could cause this to fail on our end.
It was just a suggestion, I only host a single satisfactory server so I imagine if you host multiple servers you can get more accurate statistics xD just find it odd since actual random connection drops (i.e. unidentifiable cause) haven't been reported in here
I do know that when I f with the power grid, it will sometimes boot my server mate with a CTD or something
I am more than happy to even provide a testing environment to the developers or someone who has the knowledge to debug this further than we have.
It's getting annoying at this point.
can you reproduce the issue in a minimal test environment that's not covered by cosmicguard or other packet inspection services?
What would you consider a minimal test environment?
A server that is running the satisfactory game server, a local firewall and other usual networking services (i.e. ssh) but no additional other game servers, with no services or security packages locked behind a commercial licence or externally provided service used.
aka something anyone can setup with zero additional costs and zero external factors in a lab environment
something "self-contained"
at least that's my opinion. eliminate all external influences and test from there to solve the issue
without seeing the crash report I can't really give an opinion as to the possible cause
there's definitely netcode bugs but with the whole intel debacle there's also a whole host of definitively faulty hardware out there
Honestly I think server stability is just in the gutter right now
The game is very crashy yes, however this leads to straight up server crashes, which would be more notable than random disconnects
Yeah in the last hour my server's crashed 3 times
Ryzen 9 5950x ddr4, nvme ssd. still has issues, even on a ddr5 ryzen 9 7950x has performance issues server side.
Just building normally with pipes, then I can't place anything, then server shuts down
pipe tangent assertions? known bug unfortunately
Any known cause to that, at least one I can avoid?
Because other than that issue I'm kind of surprised at how well this server is performing for how low power the hardware is
wait for a pipe to finish its build animation before building the next one, I think it happens when you place pipes really fast or when multiple people are placing pipes at the same time
Ah, ok yeah I've been building pipes pretty fast because I'm just trying to finish a pretty big factory
I'll slow it down and see if it crashes less
as soon as the physics engine or navmesh is doing anything the whole server melts right now xD
Good luck, hopefully it works but honestly I'm not sure what the root cause is ๐ค
Hopefully it's fixed as quickly as the other crashing issue I had where I would crash my friend's (the host) game with nobelisks on accident
Crashed the game by switching away from the detonator too fast after throwing it a few times, then like 2 days later it's fixed
unfortunately that crash has been happening since 1.0 launch :c
what does it look like exactly ?
error timeout messages in client games ?
going on the game home menu with a message ?
or the client crashes ?
there is no server connecting to client
it's client connecting to servers (that's even what client and server words primarily mean)
if you have any kind of NAT in place, double check it forwards both TCP and UDP the same exact way (same address), otherwise it will probably confuse the server
Anyone know if the Golden Nut achievement is bugged on dedicated servers?
Just bought it and achievement did not pop
there is no server connecting to client
So there is no handshake then? There is a TCP connection from the client to the server then from the server to the client allowing an authenticated connection to the server.
Imagine this..
TCP CLIENT: sends message oh hey man can I connect to you. SERVER: sends message yeah sure thing.
They both have a connection to each other to ensure the connection is established.
UDP: ayo send whatever to 1.2.3.4:7777
what does it look like exactly ?
Myself and others randomly disconnect at random times, the progress they did as a person on the server is slightly rolled back, but everyone else has no rolled back data, so it seems the client loses connection to the server or the server mishandles the connection and they desync. Causing the player to randomly get disconnected after a few seconds then having a ghost player if they reconnect too quickly, causing them to lose their gear.
going on the game home menu with a message ?
Posted a screenshot of 1 error I get when it happens up in chat.
that's not how that is
the TCP response is and must be part of the same connection
that's what a connection is (single side transmission is not called a connection)
each packet of a TCP stream must be considered inside that TCP stream (bi directional)
TCP is only used for the server manager and client auth. the game protocol is entirely over UDP which is a stateless protocol. the connection is usually normally only closed in routers when the aggregation timeout is reached (>=5minutes normally), or the client or server decided the other side hasn't responded in too long (default 30 seconds)
Is there a way to autosave the game through the console.
I am running the server through pterodactyl panel and the game setting is set to not pause during no players. But last autosave showing in server files is 11 hrs ago
network error such as in your screenshot indicates no UDP packets that were written to the socket by the server were received by the client for a full 30 seconds
I want to save it and restart the server in pterodactyl
So why was @deep turret telling me to check if UDP and TCP are open even though players are connected to the server ๐
some abandoned versions of the pterodactyl egg overwrite the auto-pause configuration on startup of the server
I have turned of auto pause in both the egg and inside the game.
is your egg specifically made for 1.0 or newer?
1.0
do you have auto save disabled? then you can only save manually through the server manager or the HTTP API
that is triggered by performance issue
either on client or server
increase the timeouts
or inspect your NAT and firewall for connections drop
it will mostly happen at loading time
if it does not then there is probably a desync of :
- NAT
- Firewall
- DNS
- DHCP (or whatever your addresses are set and may change)
also most games are setup on a single connection and perform a shit load of workarounds
which may hide some issues
especially ones that only show when needing 2 different connections staying consistent with each other's (tcp and udp)
link my message saying that ?
because I didn't talk about port opening
I'm honestly going to be surprised if this is reproducible if CosmicGuard is entirely absent
you can try to confuse NAT Firewall and everything if you want
but don't complain then about your system being a dumpster fire
each different thing is .. different
and so require different care
Their support is terrible, I have a ticket open with them for an entire month and a half now haha. All because if you try and send files over rsync cosmic thinks it's an attack and drops the connection :/
... and you somehow think it's not having any effect on your satisfactory connection experience?
sounds like you didn't select the services made for the job
it's clearly doing deep packet inspection and it is most likely not tuned for satisfactory game servers
Normal connections are fine, minecraft, discord bot, rust, steam games, factorio, vps. ssh connections all work absolutely fine. Why would satisfactory be any different.
steam games
because packet inspection filters need to be tuned for specific pieces of software by operators thereof?
except satisfactory is a steam game
satisfactory dedicated server has barely been out for a month
So is rust, cosmicguard runs a lot of major rust servers too.
they run it ?
has cosmicguard tuned their filters for satisfactory specifically yet?
What filters would I be looking for if I were to open another ticket with them?
we never talked about selecting some filters