#dedicated-servers

1 messages Β· Page 123 of 1

deep turret
#

we are talking about tuning THE filters

clear lagoon
#

Their service is a black box. I wouldn't know what they run to detect ddos attacks. It's probably misclassifying satisfactory connections

vague stump
#

This one i think

clear lagoon
#

Run a server with a single client on it. Run a full packet dump on client and server simultaneously. Play until you disconnect. Send both sides of the packet dump to cosmicguard. Say connections are being dropped and to fix it

empty linden
# clear lagoon Their service is a black box. I wouldn't know what they run to detect ddos attac...

It's currently holding up fine, haven't had a drop in over 2 hours now. I know of a couple resellers that use their network and run into the same support issues as I have. Their support isn't the best, but the network is pretty good. I will run a pcap on it later tonight, with it's own server, nothing on it except what satisfactory needs to run, have it configured the same way as I do now and see what happens. At the moment I am running a routeros system on a reseller that forwards the connections to our production server, it's cheaper operating costs for a slightly higher latency but it makes it like $350 US cheaper a month to operate. I know sometimes latency can cause slight issues in things, we also have a wireguard filter enabled with cosmicguard's reseller too. We have connections going over GRE to our production servers and have routeros handle the networking over essentially everything. The upstream is possibly where we could have a point of failure but we may also have it in routeros so I will triple check what I have at the moment then start the ticketing process.

vague stump
#

If there is any newer updated pterodactyl egg then please share the link. Thank you.

noble sluice
#

Strange. I've been running dedicated serveres for almost 2 month now without any crash. 1 instance on Ubuntu and Docker. And 1 instance on Ubuntu VM.
But I do notice users reporting old content (saves) make server crash.

mint junco
#

I'm not overly bothered, just sharing for the LOLs
The second attempt to join the server crashed the client, I submitted that.
The third attempt to join after the client restarted was successful.
I can live with that.

It's nice to know that we now have reliable buffer overflows :0)

frozen viper
#

Will the server work if i only have one open port?

clear lagoon
clear lagoon
frozen viper
blazing iron
#

Query ports are no longer needed. Everything is done over a single port but over both protocols. 15000 range I believe are steam ports but from my testing, they aren't needed since SF uses epic API?

frozen viper
#

its 10010 for me so that wasnt the question

#

I meant "can the game work using ONE (both tcp and udp) port only"

#

But i see yes

noble sluice
frozen viper
#

Bc this is probably old info

frozen viper
noble sluice
frozen viper
#

I clarified what i meant.

noble sluice
clear lagoon
clear lagoon
#

it just incidentally has the same numbers

clear lagoon
#

The old ones are known for overwriting your configuration from the server manager on every restart

#

no up to date distributions should ask you for the server query or beacon ports

frozen viper
clear lagoon
#

Nope, that doesn't contain environment variables for the beacon or query ports at all

frozen viper
clear lagoon
#
sudo iptables -L | grep 7777
blazing iron
#

UFW is basically a shortcut of IPTables if im not mistaken. It just translates easy to remember commands into IPTables
sudo ufw allow 7777 comment 'Satisfactory Dedicated Server' will by default will allow 7777 UDP and TCP to listen on all adapters

undone zealot
#

hi can someone help i setup dedicated steam server with port forwarding but when ppl try connect from outside the network we get this

calm saffron
#

Random-ish Q: is there anything I can do about the fact that the assault rifle is basically unusable with high latency, beyond posting about it on the QA site and hoping they fix what is, ultimately, a relatively niche issue? In particular, the smart cartridges just... don't shoot bullets most of the time with >300ms ping. I can empty the entire clip at a basic spitter or something to no effect at all 😭

somber terrace
#

300 ping? πŸ˜‚ Antarctica?

calm saffron
#

Europe -> Australia πŸ˜…

#

There are 2-3 players down under, and just me in Europe, so I get to deal with the pain πŸ˜…

somber terrace
#

Might want to host in ~India or something, everyone connecting at 150ms would be better πŸ˜‰ good luck mate

calm saffron
#

Yeah, I have considered that, but curious if there are other solutions.

blazing iron
blazing iron
#

def your client or other client related. Server is fine. I think adjusting client side "network Quality" to match the server's set value "network quality" might help

undone zealot
#

thank you

dim ridge
#

Hello, dedicated server is crashing (No mods, tried on both Linux/Windows), on Windows the error message is: [2024.10.18-18.29.25:943][917]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000300000018, any ideas?

peak mural
#

heyooooo
maybe im just stupid, do i need to wait?

dim ridge
peak mural
#

i did

#

still the same :c
steamcmd +login anonymous +app_update 1690800 validate +quit

right command?

dim ridge
peak mural
#

do i need to restart the host or smth?

#

still old version

topaz scarab
peak mural
#

reddit

topaz scarab
#

lol

#

and yes but it's incomplete*

#

add the force install dir

peak mural
#

+force install_dir?

topaz scarab
#

it's in the wiki

grim mica
#

You only need force install dir if you are wanting to place the install of the DS somewhere specific

#

Update process is:

Stop the server process
Run steamcmd (as you have it above)
Start the server process

#

Run Steamcmd the same way as when you originally installed it and it will just update, adding force install dir will make it download it all again to the directory specified

topaz scarab
#

sure, but they've updated the server, and starting an obv different older install

clear lagoon
grim mica
#

How was that derived? The single SS showing version mismatch doesnt say anything about where the DS install is located on the machine, adding that will just add confusion if it wasnt being used previously. I personally dont use it and made a directory at /home/steam and let it build whatever folders it wanted.. who cares what directory its in as long as you can find it to start the process/service

peak mural
#

meh, idk where the command is
the history is too long

clear lagoon
topaz scarab
#

because it doesn't matter (to us) where it's installed, it's up to them to get the dir correct

peak mural
#

/SatisFactoryDedicatedServer in my home directory

#

smth like that

#

jesus do i really need to study the whole documentary just for updating the server πŸ‘€

clear lagoon
peak mural
#

:o its downloading

thank u

grim mica
#

My point is that adding the force directory when it wasnt used during initial install will just cause confusion.

topaz scarab
#

sure but in this case it obv was

peak mural
clear lagoon
grim mica
#

Was it? The original message said "steamcmd +login anonymous +app_update 1690800 validate +quit" which is a perfectly valid command to run as well

peak mural
#

if u want to bully me rn, im runnin the server in a screen session on debian lmao

topaz scarab
#

original message was version mismatch showing the server running an older version, and then that steamcmd line

#

and they said they ran it again, no change

clear lagoon
#

fyi MuffinAmor: you probably created a second fresh server install when you ran the steamcmd command without the force_install_dir parameter in its default location which is a hidden folder which differs depending upon the operating system/distribution you use

topaz scarab
#

hidden?

peak mural
#

ah dang, well than it will lying there

grim mica
#

Not about bullying.. just pointing folks to the wiki that has specific NEW instance installation instructions isnt helpful, it has updating instructions but this does indeed require the user to know where the install was actually laid down. Again - adding a force install command when you dont know where the original install is located is just adding to the confusion

topaz scarab
#

but we do know that the instance they're running it from isn't the default location

#

because the server is still showing the old version number after updating

#

where they installed it is up to them to figure out, and they'll want that force install dir

#

am i taking crazy pills here

icy solstice
#

How can i give my friend admin on my steam server?

topaz scarab
#

give him the password

clear lagoon
# topaz scarab hidden?

Default on linux is $HOME/.local/share/Steam/steamapps/common/SatisfactoryDedicatedServer where .local is a hidden folder;
debian overrides this to $HOME/.steam/debian-installation/steamapps/common/SatisfactoryDedicatedServer where .steam is a hidden folder

topaz scarab
#

okay that's weird because my debian install defaults it to ~/Steam/steamapps/common/SatisfactoryDedicatedServer

clear lagoon
#

yay more inconsistency #joy /s

blazing iron
topaz scarab
#

making it a service isn't hard, you guys should do it imo

clear lagoon
#

so what, you do like

while :; do ./FactoryServer.sh; done

in GNU screen?

#

I mean it works, but I am getting le shivers

plucky osprey
#

Is it possible to transfer a local game to a dedicated server later on?

clear lagoon
plucky osprey
clear lagoon
#

Note that saves that are in the tutorial will automatically skip past it

blazing iron
#

screen -S sfserver sh FactoryGame.sh so I can detatch from my Debian VM GUI and switch between my WSL SSH session

#

prob should just make it a service tho, but still testing modlist

clear lagoon
#

πŸ‘€ but it won't even restart if it crashes

peak mural
peak mural
#

its not critical so....

blazing iron
#

true, I might just dockerize my instance once I get my modlist and DS compatible mods working. Just working backwards with a 100+ mod list because I'm an idiot and didn't do one at a time from the start

#

yea I only turn things into a service once I'm done configuring and stabalizing instances.

#

Liek my old Insurgency Sandstorm servers

clear lagoon
#

a minimal systemd service is eight lines, including the three section headers you need xD

peak mural
#

πŸ‘€ i could setup a script that doin this for me, but hella no
i prefer to stick 30 mins around to fix some display issue in a ccs

blazing iron
#

yea might just keep it baremetal since SMM/FICSIT CLI requires SFTP and I don't wanna deal with docker container ports and networking.

clear lagoon
#

you don't want to install ssh in the container anyway. the default docker bridge network automatically bypasses your firewall (on linux)

#

on the other hand, the server literally saves to the local filesystem since it mounts the install location anyway (if you follow instructions) so πŸ€·β€β™€οΈ

#

(also docker is root by default so back to shuddering)

peak mural
#

groot? :O

blazing iron
#

yea true, I also don't want to deal with mounting and permissions lmao. baremetal it is, and good ole .bashrc alias for now

clear lagoon
#

-# eight lines for systemd

sacred socket
#

So y'all should do it if you have the option

sacred socket
#

I'm not running it as root but I'm just curious

clear lagoon
#

is it bad to run a random game server which is not guaranteed to be 100% secure as the superadministrator of your computer that can do absolutely everything including write to your motherboard nvram?

#

probably not the best idea, no

sacred socket
#

Fair enough

#

This computer is literally only for servers so I don't really care about the machine but still

#

The main issue is network access, but I blocked all incoming and outgoing ports except for the ports I'm using for the server

topaz scarab
#

meanwhile, router/firewall password is "password"

sacred socket
#

Nah we actually change our passwords

glacial ginkgo
#

PaSsWoRd

blazing iron
#

I generally use a different account for each game I host so I don't flood a single "steam" user with a ton of different server installs.

#

at one point I was running a project zomboid, insurgency sandstorm and valheim server on my NAS and it got messy real fast

hearty iris
#

apparently the Mk 6 belts are not transporting 1200 since here the miner starts to fill up with even 1185 items/min. The belt goes straight into a sink since we have the problem that our rocket fuel plant was lacking sulfur and the belt were should be 1200 but the blenders are starving. Around 1175/min is a sweet spot were the miner sometimes fill up to 4 or 5 items, this could be the lack between client and server but for 1185/min the fill up is really noticeably let alone 1200/min. The aren't many bug reports about it and wasn't mentioned in the lat patch notes :/

blazing iron
#

hell yea got 104 mods running and working on dedicated server. Now to test stability before I turn it into a service 😎

sacred socket
#

So after setting up the server as a service it completely broke it

#

It shows as running but also shows offline to the game client

grim mica
#

Windows or Linux service?

sacred socket
#

Both ports are open

sacred socket
grim mica
#

Whats systemctl show for status?

sacred socket
#

Active running

clear lagoon
#

if yes, can you unequip it for like five full minutes and see if it reaches 1200/min?

sacred socket
clear lagoon
#

(and other players who may have it equipped)

clear lagoon
#

change 7777 to listen port if you changed port

sacred socket
#

What should that show?

#

It basically just shows all 0s

clear lagoon
#

the listener for tcp and the listener for udp

sacred socket
#

0.0.0.0:[port]

clear lagoon
#

usually bound to 0.0.0.0 and/or ::

sacred socket
#

For both tcp and udp

clear lagoon
#

if it's showing fine and you can't connect in-game, can you go to https:// <ip address> :7777/ in your client pc webbrowser?

sacred socket
#

It worked when it wasn't a service but now that it's a service it doesn't show

sacred socket
clear lagoon
#

what do you see if you go to that url in your browser?

sacred socket
#

It says exactly what it should

clear lagoon
#

which is what?

sacred socket
#
    "errorCode": "errors.com.epicgames.httpserver.route_handler_not_found",
    "errorMessage": ""
}```
clear lagoon
#

can you delete and re-add the entry in your server manager?

sacred socket
#

did that

grim mica
clear lagoon
sacred socket
#

server name pending

sacred socket
clear lagoon
#

check status of port 7777 UDP in your firewall. TCP's going through, UDP is not

sacred socket
#

I checked nmap and TCP was open while UDP was filtered

#

nothing's changed since last night when it was running

clear lagoon
#

you have a firewall installed on the server? firewalld? ufw?

sacred socket
#

Firewalld, I can check again but I haven't touched it since last night

clear lagoon
#

did you set your firewall rules with --permanent yesterday?

sacred socket
#

Ok so whenever firewalld reloads it resets the ports

sacred socket
clear lagoon
#

yes, it does that if the rules are not --permanent because then they are ephemeral πŸ™‚

sacred socket
#

I didn't know how to set it as permanent in the gui version lol

clear lagoon
#

what gui are you using?

sacred socket
#

Linux lite

#

It's a desktop linux because I was originally going to use this as an emulation box but it has more use to me as a server

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So it's basically just desktop ubuntu

clear lagoon
#

idk the linux lite gui... in command line it'd be something like

sudo firewall-cmd --permanent --add-port=7777/tcp --zone=public
sudo firewall-cmd --permanent --add-port=7777/udp --zone=public
sacred socket
#

Up at the top it has a drop down with the options "runtime" and "permanent" that I didn't realize I had to change

sacred socket
clear lagoon
#

I don't usually have GUIs on my server XD

sacred socket
#

I just didn't bother reinstalling the OS because it still has my emulators on it lol

clear lagoon
#

anyway, guessing that fixed the connection issue then?

sacred socket
#

My emulator dreams of it died when I realized that a ryzen 3 4350GE isn't enough to emulate ps3 games

sacred socket
clear lagoon
#

trust me, I learned firewalld rules weren't persisted by default when I rebooted 1 of my new servers for the first time xD and there went my ssh access poof lmao

sacred socket
#

Yeah I'm still fairly new to linux but I'm using it more and more wherever I can

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Windows just stays with me because gaming on windows is easier than gaming on linux

clear lagoon
#

I run satisfactory on linux c:

#

with the vulkan RHI tho

sacred socket
#

So windows gets to live...for now

clear lagoon
#

yay ring0 anticheats /s

sacred socket
clear lagoon
#

R*'s leadership is very outspoken anti-linux

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so never gonna happen xD

sacred socket
#

Not rockstar, bungie

hearty iris
clear lagoon
#

if nobody has it equipped you should see full 1200/min throughput

#

(the belt output on the miner and input on the sink will shut off for an extremely brief moment every time the hover pack switches)

peak vessel
#

sorry if this has been answered; physical server (Win11) lost power, reboot and update GameServer and Steam game, three things happened: 1) GameServer showed a faulty cert 2) GameServer says it is unclaimed 3) All .sav files related to the loaded savefile at the time of power loss are completely missing (except the init from Sept13, set to ONBOARDING phase) based on all locations listed in the wiki and an in-depth file search.
Is this normal (enough to justify offsite .sav backups)?

clear lagoon
clear lagoon
#

If you're running it as a service you may have the saves stored in a different user's or the system's folder

peak vessel
clear lagoon
#

what method did you use to run the server last time prior to the outage?

peak vessel
deep turret
#

it's not relative directory

#

it's in system32 iirc

clear lagoon
peak vessel
#

yes, that's what I meant by "per the wiki"

clear lagoon
peak vessel
clear lagoon
#

so the folder C:\Windows\system32\config\systemprofile\AppData\Local\FactoryGame doesn't exist?

peak vessel
#

it does, empty

clear lagoon
#

you've started the server with nssm again and it has completely reset? and you also checked your current user's save directory?

clear lagoon
# peak vessel correct

okay so this powershell is hopefully right since I'm not on windows....

Get-ChildItem -Path C:\* -Include ServerSettings*.sav -Recurse
#

in an admin powershell

peak vessel
#

two results: one from tonight (presumably from trying to load a save file) and one from Sept (presumably the original that I was trying to recover, as its in Windows.old)

clear lagoon
peak vessel
#

no, just the power failure

clear lagoon
#

check C:\Windows.old\system32\config\systemprofile\AppData\Local\FactoryGame

#

does that have any of the recent saves in it?

peak vessel
clear lagoon
#

you can try

Get-ChildItem -Path C:\* -Include *.sav -Recurse

to find all savefiles, though you might find savefiles from other games that also end on '.sav'

clear lagoon
peak vessel
clear lagoon
#

did it finish running?

peak vessel
peak vessel
#

I'm gonna conclude that I should expect to make a backup remotely, and I'll attempt to recover from the disc in case it was something with the power loss that corrupted data

clear lagoon
#

and maybe stop running the game server as localsystem and instead run it as a normal user

peak vessel
#

thank you for the help

clear lagoon
#

that way your folders don't end up in C:\Windows

peak vessel
#

do you mean NOT use nssm?

#

I installed per the wiki, so..

clear lagoon
#

You can configure NSSM to not run as localsystem by setting the correct objectname parameter, but I'm not an expert

peak vessel
#

I'll look into it

clear lagoon
#

in the UI it would probably look something like this, you'd check "this account" instead

peak vessel
#

yeah and I can manually set the service to run as "this account" like in your image

#

thanks again ✌️

clear lagoon
#

good luck!

prisma oasis
tiny cape
#

Anyone else got that annoying bug that's been happening on dedicated servers since update 8 where the game disconnects you when you enter tractors?

#

Better than that... Game clipped me out of bounds when I tried logging back in.

why

vestal prawn
#

Does anyone have any guidance on connecting to dedicated server externally? I just did a fresh install of Debian, server is running and can access from inside my network but says "offline" when viewed externally. Port 7777 is being forwarded and verified with a port forwarding tester. When looking at what ports the server was actually using there were a couple others and I forwarded those too, still no connection. Thanks in advance!

grim mica
#

Its 7777 TCP and UDP, no other ports needed - both types are forwarded?

vestal prawn
#

Yup both are forwarded

granite crystal
fathom raft
#

Hello all ! I have a weird beaviour on my dedicated server on linux, I don't know why but now when I start the server (Satisfactory server) it makes my Linux Crash ! Anyone has/had the same issue ? It worked well for 800+ hours. I Have that red line in the log : LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR - I don't know if it's THE cause

hearty iris
tight orbit
#

So all the sudden I'm getting a bug where a ton of the folliage is coming back after it was fully destroyed. The little tress, stumps and stuff show up as if they are visually there, but you can walk thru them causing tons of rubber banding, and when you try to blow them up or otherwise nothing happens cause they are not actually there.

#

Has anyone else had the issue? Any ideas for potential fixes? A ton of trees I destroyed just popped back into the world, straight thru my factory

#

Server just restarted and its all still glitching out like I described above

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Yeah it seems like basically all the trees/folliage around this area are glitching out like this

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All of this is glitched

clear lagoon
#

The foliage is still gone on the server. You can even walk through it

tight orbit
#

Yeah it just makes you rubberband to shit, anyone know of a fix?

clear lagoon
#

Destroy less in a given area and hope it doesn't happen

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An actual fix would need to come from the developers

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Someone claimed it occurs less quickly on medium network quality settings than on ultra

tight orbit
#

Interesting, thanks for the info, hopefully the devs apply some sort of recursive fix

clear lagoon
#

That's why the server lets you walk through it c:

tight orbit
#

Yeah that part makes sense :p

empty linden
#

Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003

clear lagoon
clear lagoon
#

Anyway without the backtrace it could literally be anything

empty linden
#

The server was only using like 7.5G ram at the time of the crash.

clear lagoon
#

were you/a player doing something with a manufacturer during the crash?

empty linden
#

So we're supposed to document what every single player is doing on a server every second someone plays in order for satisfactory to run properly? I don't know, they're just playing the server. No mods nothing out of the norm.

clear lagoon
empty linden
#

This is what we get when we crash randomly.

clear lagoon
#

There are some known issues which can cause consistent game crashes which happen more easily in multiplayer/servers

empty linden
#

We've crashed with this error multiple times now.

clear lagoon
#

if it's always on a AFGBuildableManufacturer you probably have a manufacturer with bad save data

#

If you want and don't mind you can DM me your save file and I can take a look

brave tapir
#

How do you upload blueprints from the web onto a dedicated server? i'm hosting on my computer. i can't seem to find a solution on it because the savedgames/blueprints folder doesn't show up in my server files. i've tried creating a blueprint folder manually as well as making a blueprint ingame. any help is appreciated!

brave tapir
#

Windows

clear lagoon
clear lagoon
#

you may need to create one blueprint in-game to have the server create the folder

brave tapir
#

Thanks! it should work now

#

Yup thanks!

clear lagoon
#

note: server may need to be restarted (or save reloaded) to load new blueprint files

brave tapir
#

πŸ‘

vestal prawn
#

Has anyone seen this issue? Was finally able to see my server externally but still getting this error and cannot connect. Seems to work fine on LAN

#

I do get this error when doing https:// IP : 7777/

clear lagoon
clear lagoon
vestal prawn
clear lagoon
#

If you are trying to connect to your server that is inside the same LAN as you through the WAN IP you need to correctly configure NAT reflection, which is advanced material beyond regular port forwarding, and usually not enabled by default (and sometimes not available at all) on consumer grade routers.
Is there a reason why you are trying to connect to your server via the WAN IP?

vestal prawn
#

just to test that the ports were all setup correctly, me and a buddy have the same server and his attempt failed to see anything and then mine was failing until this issue just now. But alright I can try to get a friend to see if they can connect. If that is the only issue then that would be great!

clear lagoon
#

if you correctly forwarded port 7777 for TCP and port 7777 for UDP it should normally work (if you configured the server for the default ports, and the server's firewall is correctly configured too)

vestal prawn
#

ok ill try it truly external, I always tried that on different servers and it worked fine (minecraft/factorio)

#

ok, the server is debian and from what I read ports are enabled by default. I ran a couple lines to tell it to open 7777 on udp and tcp anyways. pretty new to all this stuff!

echo abyss
#

changed my game to IP hosting, but telnet localhost 7777 failed
Connecting To localhost...Could not open connection to the host, on port 7777: Connect failed

clear lagoon
clear lagoon
clear lagoon
#

That's for installing dedicated servers, but your earlier message mentioned you loaded a game in the game client and changed the multiplayer session type to IP.
Which one are you trying to do?

#

If you've effectively launched the dedicated server with its default settings, you should be able to connect to it on port 7777

#

Are you launching FactoryGame.exe in the dedicated server installation directory and seeing the server console?

calm mist
#

I have my server running in unraid on a docker. I get the following error in mod manager when I try to map tthe path...

Failed to list directory

failed to get partitions: Error 0: Access is denied. Error 1: The network name cannot be found.

\TOWER\appdata\satisfactory-server1

clear lagoon
echo abyss
#

My friend tried enter my public ip

clear lagoon
echo abyss
#

Yes

clear lagoon
#

Did you configure the firewall and port forwarding as described on the official wiki?

echo abyss
#

My friend can test it with curl -k https:// . . . :7777 ?

clear lagoon
echo abyss
#

He should be expecting {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""}, correct?

clear lagoon
#

Yes

frosty gale
mild quiver
#

I installed the dedicated server directly from Steam, it seems to be working but crashes every now and then, especially when dealing with vehicles and paths. Is the Steam dedicated server tool an issue or is that just everyone?

faint wagon
#

Anyone know how to open the command console? keybind isn't working and setting it in the client config doesn't seem to change anything

clear lagoon
#

And what are you trying to set as shortcut

clear lagoon
mild quiver
#

Just the server

faint wagon
#

US keyboard layout, i have 'ConsoleKeys=F6' in my input.ini file

clear lagoon
mild quiver
clear lagoon
clear lagoon
faint wagon
mild quiver
#

Windows 11

clear lagoon
# faint wagon Correct, for things like turning off fog on the fly

if your F-keys are shared with media keys, make sure you use fn as appropriate for your keyboard device. are you sure you quit the game before editing the Input.ini file in the folder %LOCALAPPDATA%\FactoryGame\Saved\Config\Windows\?
Note, you may have an old WindowsNoEditor folder if you played in early access, this is no longer used

clear lagoon
mild quiver
echo abyss
#

Solved, turns out my modern blocked 7777

clear lagoon
faint wagon
mild quiver
clear lagoon
#

in addition, the config key is ConsoleKeys, including the last s

#

so

[/Script/Engine.InputSettings]
ConsoleKeys=F6
faint wagon
#

looks like opening/closing the game reformats the file and removes the custom section, since that header is at the top of the file anyway. I'll double check the 's' at the end

clear lagoon
faint wagon
clear lagoon
faint wagon
#

Oh wait, i just got it to work on a local game

clear lagoon
#

you're free to share it here or to DM it to me. it's strange you can't get the console to open on any key since it works fine in both single player and on dedicated servers for me using the ~ key on an ISO keyboard, and I've seen other Europeans with wilder keyboard layouts get it to work with ConsoleKeys changes

#

also everything you can temporarily configure in the console you can permanently configure in the ini files

faint wagon
# clear lagoon you're free to share it here or to DM it to me. it's strange you can't get the c...

Ah, it's working now. I must have been missing the 's' when the keybind was set to F6. then in changing the keybind to '0' and adding the 's' to then config correctly, i think there was keybind conflict since 0 is technically bound to the hot bar by default. Changing it back to F6 and having corrected the missing 's', it's now working on with the dedi server too. Thanks for helping me realize my mistake πŸ€¦β€β™‚οΈ

clear lagoon
#

no problem, glad I could help πŸ™‚ good luck on Massage-2(AB)b, pioneer!

clear lagoon
clear lagoon
#

is this save new in 1.0 or is it an older Early Access save you've continued?

mild quiver
#

new in 1.0, in fact I had not even installed or played Early Access

clear lagoon
#

can you stop the server and verify the game files (of the server)?

mild quiver
#

Using the Steam verify ?

clear lagoon
#

yes

#

Are any of your vehicles paths colliding with creatures or players?

mild quiver
#

Not that I've seen. Sometimes they are colliding with other vehicles (we're sorting that out still lol)

echo abyss
clear lagoon
mild quiver
mild quiver
clear lagoon
#

I can't think of anything involving the HUB that would lead to that xD

clear lagoon
#

does sound like incredibly fun if it did work xD

mild quiver
clear lagoon
#

You're welcome, pioneer. Good luck on Massage-2(AB)b!

half sable
#

hello , i'm new here , trying set dedicated server for more friends more than 4 defaultly set , can someone help me how to increase max player limit?

granite crystal
primal birch
#

I came here to say I am giving up on Satisfactory. Its just too buggy. I setup a server for me and my 5 friends, were having a great time except our clients keep crashing and when we log back in we are new characters and our stuff is almost always lost. we have to get all new invintories, reset our color and remake all our utility hot bars, its just not fun. Also, as a professional programmer, i cannot understand how this is a hard bug to solve. So while we love this game, the lack of stability is ruining it for us. I was hoping 1.0 would come with better network code but sadly its just not ready for serious coop. im really sad to post this and i hope you keep working on making coop playable. ill give it another shot if there is ever another major release. If I could ask for a refund after 81 hours of gameplay I would. I think we deserve it given how buggy the game is. 😦

#

please read the wiki?

topaz scarab
#

telling us this here is talking into the void

#

afaik your intended audience doesn't read this discord

#

try a ping or ten tho

primal birch
#

okay, thanks for letting me know

deep turret
# primal birch I came here to say I am giving up on Satisfactory. Its just too buggy. I setup a...

I agree the respawm as an other character is very annoying yet should not be so hard to fix if the connection tracking code was more mature

though, I don't know if you reached here before ever
since we usually (me and other community members) advice to make sure to not reconnect too soon to server after any crash so you stay on your old player body
as well as providing links to tools to go around some of the more permanent issues like inventory recollection (maybe it would be cool to add a nospoil mode and inventory recover tool in scim)

which make me feel like you also didn't really try the workarounds that are making the annoying things .. much less annoying (yet still frickimg annoying but with much less impact on gameplay)

primal birch
#

I really appreciate your comment @deep turret Thank you. I am open to using mods to make the side effect of this bug more managable. i dont want to cheat but i also dont want to waste time getting my invintory back.

I didnt realize you could wait to reconnect and avoid this issue. how long do you wait? is this written up in the wiki?

#

Youre right i have not tried the workarounds. i just had it happen twice in two hours of game play this morning and basically i rage quit. ill give these workarounds an honest try. Thank you again for replying to me

deep turret
#

the thing happening is the old connection to server is still active

#

and as the server is not allowed to cancel an ongoing connection to give the select player lead to an [other] client
it will create a new character for it instead

#

the workaround is to wait for connection timeout time, when server will notices the [old] connection is broken and shut down
then connecting will not overlap with an ongoing connection
and so the server will be able to give back control of the then [offline] character (your character)

#

and voilΓ 

primal birch
#

it sounds like if i restart the server it should also prevent this

deep turret
#

timeout can take some time
you can usually wait a whole minute after crash (default timeout is 30s but there may be some back and forth before actual shutdown)

deep turret
#

but that means canceling for everyone too and usually take more than 2 min to get fully back up

primal birch
#

knowing just that might make the game playable again for me, thank you so much for the further clarification

deep turret
#

imo the current timeout should actually be the retry/reconnect window timeout
and the actual connection timeout should hard occur within seconds
(but the client would be able to transparently reconnect until retry window timeout)
that would make the player lead report as stale within seconds too and fix the problems

#

(and would be accurate since client effectively lost control of the character within that window)

primal birch
#

Are there tools today for recovering inventory?

deep turret
#

that's a bit of a big tool for the thing but is currently the only good tool I know
it's a bit annoying to use (need full save save/reload download/upload cycle)
but give you the power
it's the save editor scim
https://satisfactory-calculator.com/interactive-map
it's a community driven tool

#

the recommended thing to do with crate and other equipment is to change their location to somewhere you can access in the game

#

it is very raw tool
but is reliable if you input the correct coordinates

#

for Players I think you can transfer inventories in the character editor tab
then delete the other/old characters

#

then you save
upload the edited save to your server and reload it (don't override the old save for safety)

lime jacinth
tight orbit
#

Did not work for me unfortunately.

Joined, typed the following in console:
net.MaxNumberOfAllowedTArrayChangesPerUpdate 4096
Left, and rejoined.

Also tried with restarting client instead of just leaving.

lime jacinth
#

alrighty, there is also: "net.MaxNumberOfAllowedTArrayDeletionsPerUpdate" I had also bumped that up to 4096

#

also after sending the commands, send them without a value, to ensure that they have been updated

#

also there is a chance that 4096 is not large enough if you have destroyed enough stuff, I have no idea what the maximum might be but could try setting both to even higher than that

tight orbit
#

Issue: When too much foliage, trees, or flora are destroyed in an area, the game netcode fails to properly communicate what foliage has been removed to game clients. This can cause synchronization problems where these objects visually appear but are not actually present on the server, you can walk through these objects but it will typically cause quite a lot of rubberbanding.

Solution: Run the following commands in order, then leave the server and rejoin.

  1. net.MaxNumberOfAllowedTArrayDeletionsPerUpdate 4096
  2. net.MaxNumberOfAllowedTArrayDeletionsPerUpdate
  3. net.MaxNumberOfAllowedTArrayChangesPerUpdate 4096
  4. net.MaxNumberOfAllowedTArrayChangesPerUpdate

This will help the server correctly manage foliage destruction updates.

lime jacinth
#

For anyone interested in how I came to this solution:

Started having this issue on my dedicated server this week and decided to dig into it today, here is what I found:
While reviewing server logs I kept seeing the following line:

[2024.10.19-19.45.27:200][ 61]LogNetFastTArray: Warning: NumChanged > GetMaxNumberOfAllowedChangesPerUpdate: 2315 > 2048. (Write)

so I decided to take a look at what "MaxNumberOfAllowedChangesPerUpdate" was, so I started typing that in the console to see what popped up and there were two commands:
"net.MaxNumberOfAllowedTArrayDeletionsPerUpdate" and

"net.MaxNumberOfAllowedTArrayChangesPerUpdate"

There was no description in the console about what these commands were for so I checked the current value for each and they were set to 2048, so I set them each to 4096, exited back to menu, then rejoined, and all of my phantom trees were gone.

To ensure this was not a fluke I set them both back to 2048, loaded back into the server, and all my phantom trees were back. Changed them back one at a time, DeletionsPerUpdate had no impact, however toggling ChangesPerUpdate between 2048 and 4096 reliably gets the phantom foliage to return and disappear.

#

Conclusion:

MaxNumberOfAllowedTArrayChangesPerUpdate appears to be an array used to update the client about the foliage that has been destroyed or gathered. I am assuming that most of us are running into this issue when we go to the swamp because as we start clearing that area we quickly fill that array up (Maybe? idk I didn't make this game).

After further testing it has been found that both DeletionsPerUpdate and ChangesPerUpdate need to be changed for the solution to work

Possible Solution (tested twice):

send the commands:

"net.MaxNumberOfAllowedTArrayChangesPerUpdate 4096"
"net.MaxNumberOfAllowedTArrayDeletionsPerUpdate 4096"
then verify they worked by sending them again without a value
"net.MaxNumberOfAllowedTArrayChangesPerUpdate"
"net.MaxNumberOfAllowedTArrayDeletionsPerUpdate"

then rejoin your dedicated server.
this might also work in the non-dedicated multiplayer as well, but I have not checked.

Hope this helps!

tranquil forum
#

Lena thank you for being awesome and helping so many people enjoy this game! πŸŽ‰πŸŒŸπŸ’–

patent wagon
#

Anyone know if the restart schedule is necessary? Does it improve stability?

wet forge
#

hey can someone help me?

#

whenever i leave my server it stops and my friend gets kicked off

#

this happens every time i leave and i need to restart the server

#

and i have the service thing on

topaz scarab
#

known issue, supposedly fixed but not yet released

wet forge
#

is there a temp fix?

topaz scarab
#

host the server on another device or in a vm/docker

wet forge
#

how do i get its ip?

#

just ipconfig?

topaz scarab
#

wat

wet forge
#

nvm i think ima just buy a laptop as a server

#

ty

slate marsh
#

is gportal or indifferentbroccoli a better provider? Anyone got experience with that ?

tight orbit
#

run something headless

half sable
#

cant find second solloution where exacly

topaz scarab
#

you stopped the server first before editing, yes

outer fossil
#

uh

#

for some reason im getting a seg fault every once in a while...

half sable
wet forge
topaz scarab
#

no clue

wet forge
#

oh

topaz scarab
#

@wet forge

wet forge
#

i see

trail obsidian
#

todays update seems much more stable

topaz scarab
#

today?

torn eagle
#

Hi have a problem

#

Have a BIG PROBLEM

#

please help me..!

thorny tangle
#

Hello, Is there a way to increase the ReliableBufferOverflow?
(Server Side)

fleet folio
#

I have a very special Problem and can't understand why it's not working. I'm hosting the deticated server version of satisfactory inside a docker container on my home server because It cant run on kvm cpu's any more. So I installed a Vpn Server (Wireguard) on my external kvm server and an Vpn Client on my home server. With an Nginx I bind my external Server Host Port 7777 tcp and udp to my homeserver 7777 via the VPN (So to say an Reverse VPN tunnel). I tested this whole thing with an minecraft server too. There is all working. But The Satisfactory Server is only reachable in my local network and not via the VPN. So my question is what is the satisfactory deticated server doing that it is not working through the VPN. It makes no sence to me.

noble sluice
fleet folio
noble sluice
fleet folio
#

Yes so far I know and it uses tcp and udp now im using an external server so my frinds can insert the ip of the external server and their connection get routed over an nginx through a vpn to my homeserver but then the server appears as offline and i dont't know what the server does to appear online. Ore what it needs to do

noble sluice
fleet folio
#

Because its an vps (Virtual Private Server / KVM) and Satisfactory needs Host CPUs and not virtual CPUs in the new 1.0 Version. My Vpn Network Connections works with a Minecraft server. So I thought it's maybe thomething diffrent in the things Satisfactory does or how it handels network traffic. So that NATing don't work as an example.

chrome pumice
fleet folio
#

I've sarted Satisfactory on Proxmox and got this error

noble sluice
#

IF your last sentence was right then ALL would have problem with Dedicated server for Satisfactory....
I had one server running on VPS with no problem, but I used Docker. That CPU isn't reported as kvm CPU.
Tested on Proxmox where CPU is reported as kvm and server didn't started...

#

Changed CPU to host and ran without problem.

chrome pumice
fleet folio
#

Ja that have i done on my homeserver too. But on my external vps i have no control over that settings

noble sluice
noble sluice
fleet folio
#

not necessarily. A minecraft server has worked with the same network settings. And as long i don't know what satisfactory does diffrent i'm not able to fix the netowrk issue. Like opening diffrent other ports after first connection etc.

noble sluice
#

The problem isn't that your solution works on an Minecraft-server.
The problem isn't dedicated server to Satisfactory.
It's a fair guess that Minecraft-server and Dedicated Server for Satisfactory is not the same....

#

But trying to find solution to problem that don't exist.... Will never bear fruits...

half sable
noble sluice
half sable
#

wrong?

#

then guilde me

noble sluice
#

"C:\satisfactory\FactoryGame\Saved\Config\WindowsServer\Game.ini"

#

If you installed the server in that location.

half sable
noble sluice
#

You need to connect to the server and create a game.
Or upload a game to the server.
Then edit....

half sable
#

we play on that server

noble sluice
#

Does it show when chosing Server Manager on Game screen?

half sable
#

yy

noble sluice
#

Then shutdown the server and edit/see if the game.ini file is there.

half sable
#

what edit what?

noble sluice
#

game.ini

half sable
#

but in that path isnt there

noble sluice
#

where have you installed your server then?

half sable
#

i install right throu steamapp

#

it instal and mantain it selfs

#

dedicated server from app

#

(cant write in cmd manualy)

noble sluice
#

The steamapp version isn't listed as an option in the wiki.

#

And it can be started like this too.

half sable
#

Oookej. Thx.
Yea that was one problem

#

It work

vivid parrot
#

are the pipes having strokes a server thing or just satisfactory after 1.0 thing?

vivid parrot
#

Yeah but like everything worked before 1.0. Like no efficiency issues and stuff like that. and right now to power a small fuel burn facility that takes 373 m3/min i need an imput of at least 400 m3/min (yes it has backflow preventers, bufors, and pumps (pumps are useless in theory cause its all on the same level))

noble sluice
stray ravine
#

Fuel powered generators take more fuel per min in 1.0

#

Before 1.0 they took only 60% of the fuel they do now. But they also only produced 150MW instead of 250Mw which is also only 60%.

#

So you might adjust the number of generators or their clockspeed.

sinful berry
#

Can anyone helo me with this??

#

IPV4 and IPV6 (in that order) and none are connecting

hidden forge
#

Check UDP firewall/port forwarding rules

sinful berry
clear lagoon
# sinful berry They are gtg

What operating system is the server running on? Is it in your LAN? If it is, are you connecting with the internal IP?

sinful berry
#

Windows, using WAN (Public IP) and connecting with Public IP. Friends aren't able to join me using IPv4/6

grim mica
#

That error is usually that the UDP isnt making it

#

Where is the server in relation to you, thats an important fact you left out of Lenas question

clear lagoon
sinful berry
#

From inside, I am the server host

clear lagoon
#

Can you connect using the server's LAN IP?

sinful berry
#

Yes, but others are not able to join

grim mica
#

Is that screenshot from someone on the outside trying or when you use the WAN IP when adding server?

clear lagoon
clear lagoon
# sinful berry Yes, but others are not able to join

You not being able to join with the WAN IP is possibly a separate issue from others being unable to join with the WAN IP, since connecting externally is regular NAT whereas doing so from inside the network is NAT reflection, which is something you can choose to figure out once we solve the basic connection issues

sinful berry
clear lagoon
#

You logged into your router control panel to configure port forwarding earlier, right? It should be visible somewhere in the same control panel

sinful berry
clear lagoon
#

is there a status page or something? without the make and model I can't pinpoint the specific location you'd need to look at

#

Can you tell me which specific port forwards you configured?

deep turret
#

usually show on internet connectivity status pages

north spear
#

Hello,
can dedicated server run on RockyLinux?

clear lagoon
#

Yes

north spear
#

Can you recommend hardware requirements?

#

8GB RAM, 2x CPU core, 48GB SSD will be okay?

clear lagoon
#

!wikisearch Dedicated+servers

rancid etherBOT
clear lagoon
#

You may want to double that RAM since 16GB is recommended to reach the end game

north spear
#

oh single core performance

#

rest in peace my proxmox hypervisor

clear lagoon
#

Yes, apart from the physics engine, the main gameloop relies heavily on a main simulation thread

#

Note: if you run it in a KVM you need to configure a relatively high instruction set CPU. the default qemu/kvm64 cpu won't launch the dedicated server. Set it to "host" or manually configure it to suit your needs

north spear
#

thank you for tips

grim mica
#

More cores dont hurt though.. there are a ton of background workers that can easily load ~8 cores at even just midgame, add more players and that just goes up even more

clear lagoon
north spear
#

i am more prepared for this now

clear lagoon
clear lagoon
clear lagoon
#

if you're seeing failures due to SIGILL/"Illegal instruction" it'll be that

clear lagoon
sinful berry
north spear
#

i am running on old 2x Intel Xeon E5-2630L v2 @ 2.40GHz; hope it will work

clear lagoon
#

Next would be verifying your WAN IP in your router is your actual WAN IP to eliminate CGNAT or double NAT setup. If you're having trouble locating it in your router's software you can let me know the make and model

sinful berry
clear lagoon
#

of the machine the server is on, yes

sinful berry
#

I'll try that

split nymph
#

hey guys, im sure this is probably laid up on here all the time, but im having a hell of a time getting my dedicated server setup here. I have done all of the port forwarding stuff, made sure windows firewalls rules are set and even tried to turn all firewalls off in troubleshooting and still cannot get a connection from online

#

on a second machine in the local network it works.

#

any ideas?

clear lagoon
molten stirrup
#

Hey, can you explain how you got it working?

wet forge
#

how do this pls i dont want to loose my save again

molten stirrup
clear lagoon
wet forge
#

yea

clear lagoon
clear lagoon
# wet forge yea

NSSM runs services as LocalSystem by default, which puts the saves in the systemprofile directory, which gets cleared when certain windows updates are installed. Don't run your satisfactory server as localsystem

#

You can retrieve your save files from the systemprofile directory to safeguard them and load them back into a server running as a regular user

molten stirrup
clear lagoon
# wet forge where do i find?

If you're running your server as local system,

C:\Windows\system32\config\systemprofile\AppData\Local\FactoryGame

or

And as a regular user

%LOCALAPPDATA%\FactoryGame
wet forge
#

ty

clear lagoon
#

what port forwards have you configured?

molten stirrup
#

Yes, with Nginx as stream proxy for making the iptables configuration

#

UDP TCP 7777

wet forge
#

what OS is recomended for my VM to run servers?

clear lagoon
molten stirrup
#

Not at the pc at the moment but it can’t resolve. Just gets server offline information in server manager

#

But have previously used ZeroTier where it works, so I know the server works. It’s just the nginx part that seems to do something wrong

clear lagoon
#

... wait you're using nginx as a reverse proxy for both tcp and udp on your server instead of just masquerading the traffic? πŸ‘€

molten stirrup
#

Yes, I’m sadly not that strong in CLI and configuring iptables. So nginx just has worked perfectly previously

wet forge
#

ok so i found my save

#

but how do i put it back in my game?

#

server*

clear lagoon
wet forge
#

and where would that be?

clear lagoon
clear lagoon
wet forge
#

oh i see

clear lagoon
rain pebble
#

is my server up for anyone 104.153.105.95

testing port forwarding

#

its my vps ip.. so its safe to post

clear lagoon
#

yes

rain pebble
#

so its joinable

#

?

clear lagoon
#

server called Keystone Earth on game version 372858

rain pebble
#

yes

#

thx man

clear lagoon
#

it's apparently loading a map right now

rain pebble
#

yeah

clear lagoon
#

did you want me to try to join?

rain pebble
#

should be up now

#

you can to see if it works

molten stirrup
clear lagoon
clear lagoon
#

you say you can't connect to "the port" but there's two bind ports for the game server: 7777 TCP and 7777 UDP

rain pebble
clear lagoon
rain pebble
#

ok thx for the help

rain pebble
#

btw anyone is free to join.. ill try to keep it up

clear lagoon
molten stirrup
#

And server name pending in server manager

clear lagoon
#

if you're seeing Server Name Pending and not the server name you configured there's something wrong with the UDP proxy or it's being blocked by a firewall. on the server's machine, do you have any firewall installed? (i.e. firewalld, ufw, ...)

molten stirrup
molten stirrup
#

All outbound is allowed by default

clear lagoon
#

You can only join through the Server Manager

split nymph
clear lagoon
clear lagoon
molten stirrup
split nymph
#

good question, let me check

clear lagoon
molten stirrup
clear lagoon
clear lagoon
#

what GUI is that πŸ‘€

molten stirrup
hidden forge
#

append "reuseport" to the udp rules

#

is this in a stream block? http does not work

molten stirrup
#

Yes stream block

#

Only udp or also the first two lines?

clear lagoon
hidden forge
#

no for udp it is necessary

#

otherwise you can't get responses

clear lagoon
#

aha. getting responses would be useful yes 😁

#

change the config and then systemctl reload nginx.service

hidden forge
#

or "nginx -s reload"

molten stirrup
#

That makes a lot of sense ahahaha will try now

#

Just restarted the docker compose

#

Sadly still server name pending, but have to go now sadly. But will look more into the reuseport part, or if you have any other tips i should investigate please share πŸ™‚

clear lagoon
# molten stirrup Nope, none at all

just to clarify: don't check only the vps you're running the vpn on, but also the server where the satisfactory dedicated server itself is running on

#

since you have a multi-server setup here

#

192.168.87.58 is the wireguard peer IP of the server that has the satisfactory server process running right?

molten stirrup
#

The server works fine over ZeroTier and over LAN

Local ip of amp server and configured as advertised route for Tailscale vpn

clear lagoon
#

well you're dropping the UDP packets somewhere, so just to doublecheck, on both the vpn server and the satisfactory server machines:

sudo ufw status
sudo firewall-cmd --state
molten stirrup
#

Okay perfect will try tomorrow! Thank you for the help

west plinth
#

is there an offical docker image anywhere?

#

I found the wolveix one, Im not sure if that is the recommended

clear lagoon
#

CSS does not publish any container images for the satisfactory dedicated server. The only official distribution channels are through Steam and Epic Games as far as I'm aware.

west plinth
#

alrighty

clear lagoon
#

The wolveix image appears to be the de facto recommended image at this time

polar locust
#

Been running the wolveix for years, its been stable and problemfree πŸ˜› hosting 3 servers for me n friends

hot yarrow
#

So my computer is starting to struggle late game hosting a server for me and 3 friends. Am I able to migrate a local hosted game to a dedicated server easily?

calm sapphire
keen elk
#

Wouldn't it be nice if there was a list of available/open public servers under join game?

topaz scarab
#

no

stone harness
#

Hey everyone, I have recently set up a dedicated server using AMP on my Linux server. It was working for awhile, even had a friend able to join and we've both been able to put about 8 hours each on the server. All of a sudden yesterday I had some weird stuff start to happen when I was mass deleting a bunch of foundation, some of them started to not disappear but were technically "not there" and interactable. Then some of them wouldn't even be deleted, I could just delete them over and over and they were still there...
I logged out and restarted the server, turned up the Tick Rate and turned up the Network Quality, seeing some things saying that maybe the server wasn't able to "send enough information for the size/density of stuff in the world". Now when I try to join my server it starts to load in then it kicks me back to the main menu with a reliable buffer overflow error.
Looking in the server console I see that error and a "LogGame: Warning: AFGFoliagePickup::BeginPlay: Could not find a local player controller"

And as I write this, I have the console open still and it just output

LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
20:24:49
LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR

I have no idea what is going on...it was just working.
My friend is still able to join, but says that sometimes it gets stuck loading the server to display in the server manager screen but he backs out and goes back into server manager and it shows up.

Anyone have any ideas what's going on or any steps I can do to figure out what is going on?

stone harness
#

Update:
I just got the closes I've been to getting back in. I was at the loading screen for much longer and went through a bunch more of the scrolling updates before getting in but then kicked me out with this error:
Network Error
UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 30.41, Real: 30.00, Good: 30.00, DriverTime: 67.55, Threshold: 30.00, [UNetConnection] RemoteAddr: (My publickIP):7777, Name: IpConnection_2147476811, Driver: GameNetDriver IpNetDriver_2147476812, IsServer: NO, PC: BP_PlayerController_C_2147476494, Owner: BP_PlayerController_C_2147476494, UniqueId: Steam:1 (76561198025969930)

console is outputting this, it seems it says I connected successfully (apparently too large and put it in a text file)

clever cargo
#

You should be able to check by logging into the host provider.

stone harness
clever cargo
stone harness
#

It's strange that my friend can still join. He's actually in the server now. But I keep getting the errors when I try to join.

clever cargo
#

Have you tried joining via localhost instead of via ip?

#

Or are you cloudflair layered?

stone harness
#

I have my whole setup routing through cloudflare, but I still should be able to join locally, right?

clever cargo
#

Depends on how you set it up, i would try.

#

All of my local services are impossible to access via local. Its essentially a seperate network for me.

stone harness
#

Except this time it has PendingNetDrive and IsServer: NO PC: NULL, and Owner: NULL, UniqueId: INVALID

stone harness
clever cargo
#

Yeah idk man, i would restart everything and see what happens. Computer, Linux, router, just restart all of it. Doesn't really make since why you're getting rejected.

stone harness
stone harness
#

Restarted everything, still a no go.

stone harness
#

Another thing I'm noticing, it seems no matter how many times I do "Update All" Satisfactory always has an update. It's strange.

molten stirrup
verbal hawk
#

hello how can I add BPs to a server with a host? because I have a server BP folder because I created BPs but when I add them it doesn't work and also even restarts the server. knowing that it's not my server but I can do it by asking the guy who hosts the server

latent portal
#

guys, where can i find ServerSettings.15777 ??

#

i use steam version of satisfatory

deep turret
#

nope

#

that's the dedicated server files

#

what you want is config/user_setting/data files

#

%userprofile%\AppData\Local\FactoryGame\...

silk phoenix
#

Are we able to host multiple sessions on a single dedicated server, i assuem we can just designate a different port? Is there any documentation for this?

#

Any fixes/workarounds for MP DESYNC issue on dedicated when it comes to deconstructing?

errant geyser
#

Multiple sessions on a single dedicated server? You mean in a single server process or in the same machine?

#

You can host multiple sessions on the same machine on different ports. You cannot host multiple sessions in the same dedicated server process.

#

Not sure about the MP desync issue, please make a ticket on the QA site or give a link to the existing ticket

silk phoenix
swift coyote
#

i run multiple servers on my homelab using a vm for each server instance and just change the port count +1 fir each instance 7777, 7778, 7779, and they are run fine

errant geyser
silk phoenix
#

thx

magic jolt
#

I have a problem with my dedicated server [Experimental] (Epic Games)
Ive set a custom port (25565) cuz i wanted to dodge doing port forwarding on my router again and I already had that port set up for older minecraft servers which worked fine
I also set inbound and outbound rules for port 25565 UDP and TCP
The server is hosted on a windows machine. The same machine also runs the game.
I can connect via my local IP but not via my public IP and people from outside also cant do so
I tried since yesterday and at this point I have no more ideas other than coming here for help

deep turret
magic jolt
#

this is outbound but the same thing is inbound

deep turret
#

this is firewall

#

I said forwarded / forwarding

#

'also'

magic jolt
#

so router yea?

deep turret
#

yes

magic jolt
deep turret
#

ok

deep turret
#

must be enabled

magic jolt
#

how do I do that

#

this might be it cuz i never encountered that in any tutorials

deep turret
#

Last tab iirc

#

it's setup automatically with wiki provided script

#

Also outbound rules are useless

magic jolt
#

i figured but wanted to try anyway

#

these scripts?

deep turret
#

anyway if you want to make sure it's already you can delete all these
and execute the provided script instead (they will appear then anyway)

deep turret
magic jolt
deep turret
#

So you know on normal firewall setup outbound rules are only used for restrictions
here you want to allow so no need for outbound ones

magic jolt
#

still no worky

deep turret
magic jolt
#

yes

deep turret
#

on both lines ?

magic jolt
magic jolt
deep turret
#

it said OK and you see it

magic jolt
#

???

#

when where what???

deep turret
magic jolt
#

very right of the img

deep turret
deep turret
magic jolt
#

this company lol

#

so i used the provided script and changed the port to my custom set one

#

i set port forwarding on my router

#

which worked a few months ago with an MC server

deep turret
#

double check your machine is the target of the forward rules still

magic jolt
#

it is

#

its static IP

deep turret
#

matching ip
ok

#

double check public ip then

magic jolt
deep turret
#

check your server is up and listening on correct ports?

#

you use ipv4 right ?

magic jolt
#

yes

#

i can join with local IP address

deep turret
#

after that only I see is either need restart every/something because it is not triggering or
you use / behind cgnat
or you failed testing it and it actual works already

magic jolt
#

can it be some kind of windows setting other than firewall?

#

ima restart my router rq

fossil nest
#

been getting this a lot client side recently. Thoughts?


Fatal error: [File:C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Core\Private\HAL\MallocBinned2.cpp] [Line: 1438] FMallocBinned2 Attempt to realloc an unrecognized block 000002104D0C0000 canary == 0x0 != 0xe3

FactoryGameSteam_Core_Win64_Shipping!FMallocBinned2::FreeExternal() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Core\Private\HAL\MallocBinned2.cpp:1106]
FactoryGameSteam_Core_Win64_Shipping!FMemory::Free() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Core\Public\HAL\FMemory.inl:141]
FactoryGameSteam_RHI_Win64_Shipping!FRHICommandListImmediate::FlushPendingDeletes() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1024]
FactoryGameSteam_RHI_Win64_Shipping!FRHICommandListImmediate::ExecuteAndReset() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:732]
FactoryGameSteam_RenderCore_Win64_Shipping!FRDGBuilder::EndFlushResourcesRHI() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:387]
FactoryGameSteam_RenderCore_Win64_Shipping!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,TFunctionRef<void __cdecl(void)>,std::nullptr_t>() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:411]
FactoryGameSteam_RenderCore_Win64_Shipping!FRDGBuilder::CreatePassBarriers() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:3019]
FactoryGameSteam_RenderCore_Win64_Shipping!FRDGBuilder::Execute() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1906]
FactoryGameSteam_Renderer_Win64_Shipping!RenderViewFamilies_RenderThread() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4578]
FactoryGameSteam_Renderer_Win64_Shipping!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamilies'::`80'::FDrawSceneCommandName,`FRendererModule::BeginRenderingViewFamilies'::`80'::<lambda_3> > >::ExecuteTask() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
FactoryGameSteam_Core_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:648]
FactoryGameSteam_RenderCore_Win64_Shipping!RenderingThreadMain() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:412]
FactoryGameSteam_RenderCore_Win64_Shipping!FRenderingThread::Run() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:537]
FactoryGameSteam_Core_Win64_Shipping!FRunnableThreadWin::Run() [C:\BuildAgent\work\b731a33f2a691e17\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]```
magic jolt
#

Router restart done
I'm gonna try to launch the Minecraft server and see if I can connect via public ip

fossil nest
clear lagoon
#

Mostly because the load fluctuates a lot more than a constant high in most stress test scenarios

magic jolt
#

my server is listening on this port but it still cant be reached

narrow raft
magic jolt
#

Windows 11

#

playing on the same system

narrow raft
#

is the WAN IP shown in your router control panel the same as your actual WAN IP on e.g. checkip.amazonaws.com ?

#

Also can you run this in powershell?

Get-NetTCPConnection | Where {($_.State -eq "Listen") -And ($_.LocalPort -eq 25565)}

Get-NetUDPEndPoint | Select-Object LocalAddress, LocalPort, @{Name="Process";Expression={(Get-Process -Id $_.OwningProcess).ProcessName}} | Sort-Object -Property LocalPort,Process | Where-Object{$_.Process -like "FactoryServer-Win64-Shipping-Cmd"}
#

I should really change the udp query next time to port number as well xD

magic jolt
#

will do

narrow raft
#

okay bind ports look ok. can you check the WAN IP in your router control panel?

magic jolt
#

just did and pinged it again and its reachable

narrow raft
#

no I mean, is it the WAN IP in your router the same as your actual WAN IP? Just trying to eliminate dual NAT/CGNAT here

fossil nest
magic jolt
clear lagoon
#

If it's 13th or 14th gen Intel cpu it might be fubar. Might also try to ddu and reinstall graphics drivers

narrow raft
fossil nest
#

I saw myself log off after I had connected

narrow raft
#

you can kill your old pawn for its inventory

narrow raft
#

hotbars are unfortunately lost unless you grab them in SCIM before you kill it

magic jolt
#

never fiddled around with WAN

fossil nest
narrow raft
#

loading a previous autosave on the server

narrow raft
magic jolt
#

yes and i copied my IP from there

#

i also used a website to double check my WAN IP and they are identical

narrow raft
#

okay great! are you connecting to your WAN IP yourself to test or do you have a friend testing for you?

magic jolt
#

both happened already and both fail

#

i also tried with the default port being 7777 and same result

#

obv i rebooted the server to listen on that Port before testing

narrow raft
#

Okay so it should be important to note since I don't know the specifics of your router that testing from inside your LAN using the WAN IP may not work, since this involves configuring something called NAT reflection, which may need additional configuration for the UDP port to work, so we'll want to continue testing from outside your local network

magic jolt
#

i also set firewall rules and port forwarding before testing

magic jolt
#

why is this shit on 58171

narrow raft
#

You'll have to ask a friend to help you with the testing, use a separate device on a separate internet line (e.g. mobile hotspot) to test, or you can share your IP with me. I won't be available for a call for another several hours unfortunately

narrow raft
magic jolt
#

i can share my ip no problem if you dont attack me or share it further

narrow raft
#

UDP is a one-way stateless communication protocol so a return address is established

magic jolt
#

thats not attacking tho

narrow raft
#

I'm not going to be doing anything with your IP address other than testing for as long as you want my help. I'll delete it once we are finished

magic jolt
#

ok cool gonna dm it to you

narrow raft
#

can you check if your local IP address for your server and the local IP address configured in the port forwarding are still the same number? Your router may have assigned a new IP address via DHCP if it's not statically configured

magic jolt
#

in my eyes these match

narrow raft
#

note, that screenshot contains your WAN IP

magic jolt
#

yee anyway

narrow raft
#

so my German is like mega rusty uhh that screenshot is for both firewall and port forwards right? it just says freigaben

magic jolt
#

firewall would be on my pc no?

narrow raft
#

I don't recognize the router brand, some routers have separate port forwarding and firewall sections, but if you got minecraft to work without doing anything else it's probably not a worry for now

magic jolt
#

AVM Fritzbox is the router type

#

can it be that UDP is somehow restricted through some windows settings?

narrow raft
#

Can you run following powershell script as admin?

New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound port udp" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol UDP -LocalPort 25565

New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound port tcp" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol TCP -LocalPort 25565
magic jolt
#

done that just now

narrow raft
#

hm still getting connection timeouts

magic jolt
#

yea

#

so since mc servers work tcp is fine but udp seams to have an issue

#

or am i wrong here

narrow raft
#

TCP's timing out as well

magic jolt
#

I fr have no idea what im doing wrong

round marsh
magic jolt
#

but not running atm obv

narrow raft
magic jolt
#

i also have no vpn or proxy set up

round marsh
#

@magic jolt can I recommend trying to set this up using the default ports instead of attempting to remap them?

magic jolt
#

but sure we can do that again

round marsh
#

I think it'll help eliminate variables

magic jolt
#

port forwarding set up on router

#

using these i created firewall rules

errant kindle
#

Are you using your public ip address to connect to the server

magic jolt
round marsh
#

Make sure to update your satisfactory config as well

narrow raft
magic jolt
#

server now listening on 7777

magic jolt
#

rule deactivated

#

so tcp should still work

opal cove
#

when all else fail, grab wireshark and see if windows even receives the packets. you'll see them even if windows firewall them off. if you dont see them at all, it's the router

round marsh
# magic jolt sure

How recently did you have your Minecraft server up? Some ISPs block inbound ports, and it's possible they started doing that since you last hosted a server.

errant kindle
#

And what happens if you ping you external ip address with your port number so ping externip:port

narrow raft
# magic jolt so tcp should still work

no on the TCP either. you can activate the UDP rule again, though I did notice a different interesting issue. your router is allowing the TCP connection in on 7777 now but it's not reaching the destination internal IP. is the internal IP properly set in the port forward? either the local IP is set wrong or the firewall of your server is misconfigured

round marsh
#

ICMP is also it's own protocol and wouldn't be forwarded by a TCP/UDP rule

narrow raft
#

(your router hard rejected the tcp connection on port 7777 when it wasn't forwarded and now it just times out instead)

errant kindle
narrow raft
magic jolt
narrow raft
magic jolt
#

on the server?

#

i have the server running on PC or are there any config file lines i needed to edit?

narrow raft
#

"the server" being the PC you're running the server on. sorry for the confusion

magic jolt
#

np just wanted to make sure

#

can i somehow reset my nic drivers easily?

#

just to cross that out as a fail point aswell

narrow raft
#

the screenshots from the fritzbox manuals I can find in regards to port forwarding look very different from what you've shared. are you under internet -> permit access -> port sharing?

magic jolt
#

Yes

#

It's just internet/port sharing nowadays tho

#

Your manuals are probably old

#

I have a 7590

#

Maybe I should try to download the server on steam or steam cmd

#

But it should be the same files so idk what that would do

narrow raft
#

the screenshot you sent earlier was cropped. can you DM me the full screenshot? I should see, at minimum, the internal address, the port to device, external assigned start port, external assigned end port

magic jolt
#

I will do that once I'm done with dinner

#

If that's not to long to wait for you

narrow raft
#

nah, gives me a chance to brb as well c:

#

enjoy your meal o/

deep mortar
#

Good morning everyone. It's time for my bi-weekly "Is there any word on a fix for the desync issues with foliage and blueprints?"

narrow raft
deep mortar
#

oh, i missed that.

narrow raft
#

You can try finding it, something something array size something? Or I can check later once I’m not on a mobile device again :P

#

Was in this channel I do think

deep mortar
#

I found it.

#

Holy. @#$%^!@ shizballs

#

that worked.

#

I might actually cry

narrow raft
#

Thank the smart person who found it 😁

sour wren
#

Hello guys, I have a problem with a dedicated server. Port forwarding seems to work. Because when I type in the URL and Port in the browser from outside the network, I get a prompt that the connection is unsafe. When viewing the certificate its the self signed certificate from the server I am expecting. But when I try to add the server in game it just says "server name pending" and "not authenticated". Oh yeah and I use duckDNS.

quick mist
#

What is your network topology like? Are you on the same LAN as your server? Have you tested both TCP and UDP connectivity?

vestal minnow
deep mortar
#

: Issue: When too much foliage, trees, or flora are destroyed in an area, the game netcode fails to properly communicate what foliage has been removed to game clients. This can cause synchronization problems where these objects visually appear but are not actually present on the server, you can walk through these objects but it will typically cause quite a lot of rubberbanding.

Solution: Run the following commands in order, then leave the server and rejoin.

net.MaxNumberOfAllowedTArrayDeletionsPerUpdate 4096
net.MaxNumberOfAllowedTArrayDeletionsPerUpdate
net.MaxNumberOfAllowedTArrayChangesPerUpdate 4096
net.MaxNumberOfAllowedTArrayChangesPerUpdate

This will help the server correctly manage foliage destruction updates.

deep mortar
#

and then rejoin

#

but it worked

vestal minnow
#

thanks

sour wren
quick mist
sour wren
granite crystal
topaz scarab
#

that's a lotta steps to just pip install and run

#

your code's only as good as your docs yknow

quick mist
#

I do need to work on my docs, but I tried to keep the requirements light

topaz scarab
#

other guy's

quick mist
#

Fair, but I'm willing to concede that I need to spend some time on documentation

sour wren
quick mist
#

it's not likely to be the DNS but that can be verivied by testing with your IP address rather than your hostname

#

The most likely issue is that you are not forwarding both of the ports you need to forward

#

(by default, TCP/7777 and UDP/7777)

#

slightly less likely is that the server's LAN address may have changed and you need to update the router to point to the new internal IP address.

#

If you can test from another computer on the same network as the server, that would be a good way to determine whether it's a problem with the server host's firewall rules

sour wren
#

I checked the firewall, I have TCP and UDP Ports in the Inbound rules. So that should be fine I guess.
I tried to put the URL and Port in the Browser again without https:// at the beginning and the Server actually display something:
LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
[2024.10.21-17.29.54:926][504]LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
[2024.10.21-17.29.54:926][504]LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
So I think the Ports are actually working.

#

Wait. Why does it say its 17:29? The time should be 18:29. Or is this just because computers don't use daylight saving time?

quick mist
#

The SSL handshake will fail if the server's timezone settings are wrong- both the server and client have to agree what time it is for the SSL connection to establish.

#

It happens more often than you'd think

#

(the logs generally are time-coded to UTC)

sour wren
#

I think the time zones are set correctly. The remote control software I use for the server also uses this. When I switched time zones I couldn't connect anymore or startup satisfactory from epic games launcher.

quick mist
#

when attempting to go to your server address through HTTPS on port 7777, you should see this:

#

that will confirm the TCP connection is going through also

sour wren
#

Yes I see that

quick mist
#

okay so the SSL and the TCP connection is good. of the CLI tool is still showing a timeout that's a UDP connection issue

sour wren
#

Still time out. So its the UDP

sour wren
#

What do you think? Is there a way to get it working?

quick mist
#

well, other than double-checking (in order from the outside in):

  • Is the server running?
  • Is the server host reporting the server bound to both the UDP and TCP port?
  • Is the server host firewall correctly configured for both UDP and TCP?
  • Have you verified the LAN IP address?
  • Have you verified the router's port forwarding rule for UDP is pointed at the correct LAN address?
  • Have you verified the router's port forwarding rule for TCP is pointed at the correct LAN address?
  • If you are using IPv6, have you tried across the board only using IPv4?

I can't think of anything else to check off the top of my head

merry pasture
#

the SE_NO_ERROR is still pretty active globally

quick mist
#

the fact that you can connect from inside the LAN but not outside points to either a router issue or possibly an internet issue.

merry pasture
#

servers get "offline" after some time

#

has been since 1.0 release

quick mist
#

Actually there is one thing I can think of, which should never actually help but sometimes does

#
  • Have you tried turning it off and on again? (the server, the router, everything)
sour wren
quick mist
#

pleased to have been of help!

#

There used to be a section on the Wiki I wrote called "Seven Steps to Satisfaction" that had that as one of the callouts; at some point that was written out I guess.

sour wren
#

Interesting... But it's a good tipp!

quick mist
#

good luck!

#

Folks'll still be here if you're still having issues after having looked at the router.

quick mist
#

the Wiki before it was moved to wiki.gg

molten stirrup
quick mist
#

No, and it would never occur to me to try to use an HTTP server daemon to route traffic for a service that is not exclusively HTTP. Shoehorning it in like some people do is mystifying to me.

topaz scarab
#

eh that's just what it's best known for, no

#

also it'll work, but like why

hidden forge
quick mist
# hidden forge works great πŸ‘ (ignore the haters)

I'm not a "hater" per se. I just see that as an ask and think "but why tho?" and move on with my day. If it works for you, that's great! That's the wonderful thing about systems administration: it's a cat with so many skins.

molten stirrup
hidden forge
molten stirrup
#

Can you explain the proxy_pass part? Server is just the server ip correct?

hidden forge
#

yes. replace <Server>with IP, DNS-name or name of a upstream block

deep turret
#

it passes the proxied connection to the specified target ip:port

molten stirrup
#

Okay perfect, will try again tomorrow. My head is scratched almost through to the scalp πŸ˜‚

deep turret
#

it's not even tunneling either

quick mist
#

Probably stems from trying to define things in terms of an HTTP server

deep turret
#

saying "connection proxying" is not wrong
saying only "proxying" already imply wrong things (border line is tls termination relay)

deep turret
quick mist
#

I get that, but when you take a pickup truck to the drag strip people are going to look askance at you until you pop the hood and show off your roll bars (:

hidden forge
#

well it is acting as a reverse proxy. even if it is basically just a layer3/4 switch/router is this case πŸ˜…

deep turret
#

it's not a reverse "proxy"

#

without any specific term or context
it implies it overlay the game server
which it does not
in this mode it overlay nothing
it only forward at connection level (without handling application data)

#

it does not even handled then repack
it just send as is

quick mist
#

"Proxy" implies "I am an endpoint for service X but I am instead going to forward your traffic to that service X endpoint over there". In this case it's not even at that layer of communication but just routing traffic at the network protocol level rather than the application protocol level

#

TL;DR: words mean things (:

clear lagoon
quick mist
#

that's what routers do

clear lagoon
#

I imagine it's going to think all users are at the nginx ip if I understand it right

quick mist
#

in this case the HTTP server is acting as a router

clear lagoon
hidden forge
#

yeah, routers don't modify IPs, only TTL

#

NAT and proxys modify IP

deep turret
hidden forge
#

and yes, unless DS can understand proxy protocols it'll only see the nginx IP

quick mist
#

SF speaks HTTPS and its own UDP API protocol and whatever black magic Unreal brings to the table.

deep turret
#

proxy protocol need explicit handling
here it is not used at all even on nginx side

#

nginx here work as router with nat
I effectively do the same but with nftable (Linux netfilter)

quick mist
#

I like compartmentalization. I use my firewall to firewall, my router to route, and my HTTP server to serve HTTP traffic.

Others like one-stop shopping and stuff everything they can into one dæmon like nginx.

clear lagoon
#

With NAT only the destination ip would be rewritten. With a proxy it's both source and destination. So does more than a router. Since the downstream app needs to know to respond back to the proxy and not directly to the sender ip

quick mist
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To each their own (:

deep turret
hidden forge
clear lagoon
deep turret
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for what's wanted here you want automatic reverse path with dnat
like an usual router consumer NAT

clear lagoon
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I'll leave troubleshooting the nginx users to the nginx pros

quick mist
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sometimes I wish the original terminology caught on more. "IP Masquerading" makes is so much clearer what's going on.

clear lagoon
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I can setup nat in iptables no problem but I'll die if I have to troubleshoot why it doesn't work for someone in nginx

hidden forge
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NAT is more than ip masq though? it changes ports too

quick mist
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IP Masquerading is part of it.