#dedicated-servers
1 messages · Page 124 of 1
true
meta l4proto { tcp,udp} meta th dport { satisfactory-ports } dnat to proxied-ip port proxied-port
is netfilter rule (nft)
(inbound nat rule prerouting hook)
Wait is iptables a frontend for netfilter and firewalld and ufw front ends for iptables?
Frontendception
Programming™️ : abstraction over abstraction over abstraction over assembly
iptable now is more of a frontend for nflib driver
which is front end of netfilter
and firewalld and ufw should tend to get to use nftable directly now (nflib)
I think ufw can use nft directly (without iptables) now
I should say nftable instead of nft
but for me nft is for nftable please keep myself believing the other nft thing does not exist
But but stupid ape pictures! Or whatever it was called xD
They're unique and definitely nobody can screenshot them!
gigantic thanks to @narrow raft for going above and beyond with helping me troubleshoot my WAN connection issues to the dedicated server
In the end the problem was easy and totally on my side
Thank god people like him still exist ❤️❤️❤️
what was it then ?
It appears that a blocking firewall rule for the server exe may have been accidentally created while trying to follow a guide somewhere, so just allowing traffic on the ports after didn't seem to work
oh
So not all rules were deleted before wiki script or something like that ?
and misclicking on rules tries
I had them print the entire firewall ruleset using powershell, so seems like it yes
ok very nice of you
I wouldn't have gone that far
To be fair I scrolled through it while cooking dinner 😂
I honestly have no idea how it happened
I can imagine when I first started the server that I got some kind off request to allow network access for that exe which I might have misclicked and denied hence the firewall rules were created
The fail-safe option if there are conflicting "allow" and "deny" rules is to deny the traffic. The better option is not to allow conflicting rules but Windows is Windows.
if you say no on the usual propmt dialog
it just does not create the allow rule (creation permission denied)
my guess is that you confused disabling rules to switching them to disabling network traffic
Hi I’m new here, are there any good sites I could just pay for a server? I only have one computer and don’t want to run it while also playing. Also…cmon CS just let us pay you for servers!
There are several hosting options out there but this isn't the place for them to advertise.
I would recommend getting your own VPS and setting the server up yourself. You can learn some valuable skills that way and haveing your own host is a lot more versatile than paying for just a Satisfactory server
Also most game-server-hosting companies seem pretty slow on the update when patches come out
Unless I can run it on a 2016 MacBook Air then I can’t do it. I have a high end computer but like I said I don’t want to run it 24/7
anyone else having issues with dismantling part of a blueprint, or the blueprint crashing the server?
Build another pc for it... anything remotely modern will make a decent server
known issue™️
When will they release the patch with the fix for the dedicated server that addresses the issue of going offline?
dedicated server goes offline after i disconnect, it's hosted on my internet ip. i didnt have this issue before 1.0
This issue has already been resolved internally, but the patch hasn't been released yet. Now we need to find out when the patch will be released...
So I builded a big storage square in a 5x5 blueprint and when I place it, 1 belt contected to 2 of the containers is bugged, it can contain items but it doesn’t deliver them in the next container. I can take all item of the belt and remove the containers but when I remove that belt my server crashes (tried it 5 times so its pretty consistent) was wondering if this is a known issue or if I should gather some logs, save file and submit it as a new bug?
i hope this is the correct channel for this
and sry for my bad english
i have a little older gaming PC
AMD 5800X
Geforce 3070
and 32GB of Ram
this thing is just laying around
Port Forwarding and DynDNS ✅
i want to use it as a Gameserver Dedicated i was thinking to use Linux for it but i am not realy familiar with that just some Basics of the Basics
what would be a good Distro to use for it should be easy to use
things it should be able to to in the end
- runing the Satisfactory server
- it shlould be posible to lock in from external to maybe reboot the system with auto start of the server
- Auto start after power of and timed i can do via bios
- nice to have would be a sanaty check of the server in case of a crash out restart
may in the futur more then one game so possibilty to switch would also be nice
any guids are welcome
thanks for helping me out in advanced
Always a fan of TrueNAS / Portainer / Proxmox or similar
You could just start the server on windows, its easiest but doesnt match any of your criteria simply
thats what i do at the momment and it is problematic in case of server chrashes
sometimes needs physical interaction
I run a home server on TrueNAS Scale, with Satisfactory running as a custom docker image under Apps
Although its far out of the scope of this topic, you also get a free NAS :)
If you dont need the GPU for anything though I would take it out, it draws a lot of power
is there a web interface reachabel over internet and a live check?
Yes
i dont think the 5800x as an integratet GPU have to check
Youre not supposed to use the host pc for anything except console access, mainly over the webui
That I do not know
it does not have one
checked it
so i will leave it in winter is comming so a little bit of heating is fine
If you care about power usage that shouldn't be a permanent solution
yeah i will keep it in mind to get something smaller
Also, TrueNAS Scale is going to have a major update next week, that will completely overhaul apps so either use the release candidate now or wait for it to be in full release
I wouldnt recommend using the current stable version and migrating
is there a server i can join?
ASRock has a M2 GPU. Drawing 1,5W under load. Would be perfect for it.
Sigh.
it looks like my dedi isn't sending crash reports either.
Idle GPU power draws are really small, like in class of 10W? And running Satisfactory server doesn not load CPUs that much, no matter of CPU make/model. Even if you had it full of players on late savegame you'd be looking less than 100W of avarage power draw fro the CPU alone.. Not gonna heat much of a room space. For normal EU energy prices looking at range of 100-200€ a year for home server electricity? Satisfactory terms 1MWh runs the server for a year roughly.
Ouch.. so one of the players in our group game forgot to check his blueprint and stamped down 2 copies of a broken one that crashes the server if deleted.. except.. if I go delete those in SCIM, then the server crashes loading the save.. yay.. any suggestions other than entomb the instances (and maybe the player) in concrete & pretend they don't exist ?
only the newer GPUs
older ones would draw much much more
(for AMD somewhere since around Vega, it went better down to 20w)
just to note
like my 7970 would draw up to 100w idle
but radeon VII just 20w
(so much power saved when pc running 24/7)
Number of monitors attached also affect in Nvidia cards, but that shuold not be issue for server
yep, plus amd also had some bugs on some cards with higher power usage when multiple monitors
not sure if fully fixed yet, I know it was 'fixed' many times 🤣
Can two people be admins on the server to have access to load saves and such?
can I locate buildings by ID usign SCIM? (the log is telling me the id of the thing that prevents the save loading.. mebbe I can delete it)
as far as I know yes ? as it is password guarded
where does the dedicated server store which save it's loading at start?
Believe its AppData\Local\FactoryGame\Saved\SaveGames\ServerSettings.7777.sav for Windows, but that file is in a format that text editor cant open
ok so I made a blueprint (I have a bunch and they all work fine) and it works fine when you place it. But if you delete it or any part of it the server crashes
and it only happens with this one blueprint
thoughts?
I think it might have to do with the fact when I cleared the blueprint designer after making it one part remained
Hey, is IPv6 hosting not working properly or is it a me problem?
I want to host my server using IPv6. When using the temporary ipv6 from my server(laptop) i can see the satisfactory server stats/time/ping etc. but i cannot connect (Your connection to the host has been lost).
I checked the port forwarding and firewall settings and they should be correct.
hmm that would be a shame. Though on the wiki it doesnt say that IPv6 is not possible.
Even the changelog says IPv6 is supported since 1.0
Also the server console states that it recognises the clients IPv6 adress and even accepts it.
Weird, I was poking around QA and there were other IPv6 things on there. I use IPv4 so I don't really know
Maybe I can find some information later on to fix my issue. I guess I will stick to other methods for now
IPv6 works but you need to use DNS. if your server is on linux you also need to use multihome
IPv6 notation parsing is horribly broken in the client (the udp lightweight query & TCP server manager work, but hand-over to game protocol loses the closing bracket on the ipv6)
(on windows you can also abuse the fact that a fully-qualified long-form ipv6 without square brackets [ ] (and no short notation!!) gets parsed by the DNS resolver)
m2 is use
I will give it a go when I get the time for it thanks
Share the password.
If I start running into issues with belts/foundations out of sync between myself and the dedicated server is the best resolution to restart the server? Reconnecting didn't seem to fix the problem.
Just restart server...
I've occasionally gotten out-of-sync foundations (either invisible ones or visible ones I could walk or fall through)- a full client restart did the trick for me every time which was nice because restarting the server would have been disruptive to the other players.
Gotcha, I wondered about that. I just quit to main menu but will try full restart in the future. We just started messing around with multiplayer so I wanted to be armed for any issues that arise. Thank you both.
cheers and have fun!
Hey there! Wondering if there's now a way to broadcast a server message (say, prior to a shutdown). I know it wasn't possible before, but I'm hoping that maybe it's been released as part of 1.0 and docs haven't been updated yet.
Sort of. If you're in-game you can press Enter and send a chat message to all players. AFAIK there's no console command to do something similar.
Bummer, thanks.
I have a 3600 server running Proxmox and a VM that runs AMP Control Panel
It's buggy at times but most of the time it's okay. Very convenient
please let me know if you find a fix.. I've got the same issue on my save
it does not, nor do you need a gpu
if you need a gpu, then my recommendation is to either get a nividia one, and mine on it, or intel for video encoding. otherwise, after you've got your OS installed, you can use RDP if windows, or SSH for linux to access your server.
The bugged blueprint issue.. someone built a bunch with them on my save and not only do they have broken belts, deleting any part of it causes a server crash.. I haven't tried to use scim to delete it yet but I guess that won't work either
Hi, I'm running a dedicated Satisfactory server in docker (using https://github.com/wolveix/satisfactory-server). Since today the server keeps crashing every 10-15 minutes, even when there's no players online (auto pause is off though). There are no errors in the console, nothing in the logs, it just hangs, kicks players with a timed out notification and stays offline until I manually restart the docker container. Does anybody have any idea why or how this could happen? Thanks!
when you say "the logs", which logs
enough memory?
hello folks, which ini do I modify to add these console commands in? net.MaxNumberOfAllowedTArrayDeletionsPerUpdate 4096 net.MaxNumberOfAllowedTArrayChangesPerUpdate 4096
SCIM should be abl eto clear those placed BPs, you can use debug mode to find the specific structure ID
Not in an INI, in the Console tab via Server Manager
these setting seems to reset on server restart so I was hoping for more permanent approach.
Gotcha, let me check how to best do that, you probably want to add it to the startup param
yah, i'm trying to search in https://dev.epicgames.com/ right now, too.
Okay, in Engine.ini add a header and the commands for
[ConsoleVariables]
net.MaxNumberOfAllowedTArrayDeletionsPerUpdate 4096
net.MaxNumberOfAllowedTArrayChangesPerUpdate 4096
see if that works?
Might have to do Update=4096, but would need to test
thanks, I'll try when I have access to the server.
Oh boy... alright. Appreciate it x:
Just tested it with the = and it works after restart, sets to 4096
i am to stupid to run the server as a service what am i doing wrong this is my service file
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
ExecStartPre=/usr/games/steamcmd +force_install_dir "/media/chris/M2/SteamLibrary/steamapps/common/SatisfactoryDedicatedServer" +login anonymous +app_update 1690800 validate +quit
ExecStart=/media/chris/M2/SteamLibrary/steamapps/common/SatisfactoryDedicatedServer/FactoryServer.sh
User=chris
Group=chris
Restart=on-failure
RestartSec=60
KillSignal=SIGINT
WorkingDirectory=/media/chris/M2/SteamLibrary/steamapps/common/SatisfactoryDedicatedServer
[Install]
WantedBy=multi-user.target
Whats the error when it starts up?
You'll have to check journalctl for the error
journalctl --since today --unit satisfactory.service
that is a screenshot of that
There was some thing I had to disable.. like an executable protection for services.. trying to find that
i gave you the command for it
is steamcmd installed
yes
The logs in /gamefiles/FactoryGame/Saved/Logs. These are the last logs before a crash:
[2024.10.22-17.22.43:520][882]LogSave: Warning: New/Old Root size mismatch!
[2024.10.22-17.22.43:538][882]LogGame: World Serialization (save): 0.075 seconds (game thread)
[2024.10.22-17.22.43:639][886]LogGame: Write Backup to Disk and Cleanup time: 0.001 seconds
[2024.10.22-17.22.43:639][886]LogGame: Compression: 0.093 seconds (background)
[2024.10.22-17.22.43:639][886]LogGame: Write To Disk: 0.003 seconds (background)
[2024.10.22-17.22.43:673][887]LogServer: Display: Server startup time elapsed and saving/level loading is done, auto-pause is allowed to proceed from now on (if enabled in server settings). WorldTimeSeconds = 900.33
[2024.10.22-17.22.53:140][170]LogNet: NotifyAcceptingConnection accepted aggregation: redacted:41301 (54), redacted:41301 (54)
[2024.10.22-17.22.53:241][173]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.22.53:274][174]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.22.53:575][183]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.22.53:608][184]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.22.53:909][193]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.22.53:942][194]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.22.54:243][203]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.22.54:277][204]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.23.11:717][724]LogNet: NotifyAcceptingConnection accepted aggregation: redacted:41301 (56), redacted:41301 (56)
[2024.10.22-17.23.11:951][731]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.23.11:951][731]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.23.12:285][741]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.23.12:318][742]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.23.12:619][751]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.23.12:653][752]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.23.12:953][761]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
[2024.10.22-17.23.12:987][762]LogNet: NotifyAcceptingConnection accepted from: redacted:41301
okay, where
deploy:
resources:
limits:
memory: 12G
reservations:
memory: 4G
if it's just dying, yeah check for oom like the other guy said
standart installation no change in ubunto
install steamcmd first then
is steam cmd something else then steam?
Like if the server has enough memory? Shouldn't it log something when it crashes due to memory issues?
that would explain it then
yeah but not by the game server
might be in system dmesg
Not too much of a fan of using a docker container to run satisfactory but my best guess is just out of memory
Never have I had my server just crash or kill out of nowhere
mine's in an lxc, so this is what i got from dmesg last time it memoryleaked over a week
[343147.496193] Memory cgroup out of memory: Killed process 26414 (FactoryServer-L) t
ymmv
but also if it ooms 10 minutes in with 12G, something else is going on
unless your ram's oversubscribed?
The server does have some other stuff going on, but without running the satisfactory server I still have about 16GB free according to htop
this is bare metal?
big save?
Running docker container inspect satisfactory-server -f '{{json .State.OOMKilled}}' reports false
Started this save a week ago, not that big yet
Yeah
done now
steamcmd: /usr/games/steamcmd /usr/share/man/man6/steamcmd.6.gz
The docker container itself keeps running fine though, maybe it doesn't respond anymore, not sure, but it's still marked as running
maybe docker exec -it and find the files themselves
Maybe the satisfactory logs themselves say something
That should be the FactoryGame.log, right?
Yes
Yeah that's this one
still the same error code
what does running /usr/games/steamcmd as chris do
also did you stop the service first, sometimes it likes to hang
oh fun that could be like 10 different things uhhhh
tbh, if it doesn't work out, I'd just use SteamCMD and run it on bare metal instead of docker
The container can go unmaintained at like any time
not that I really know how that specific container you use works though, maybe it doesn't need maintenance at all
is this correct?
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
ExecStartPre=/usr/games/steamcmd +force_install_dir "/media/chris/M2/SteamLibrary/steamapps/common/SatisfactoryDedicatedServer" +login anonymous +app_update 1690800 validate +quit
ExecStart=/media/chris/M2/SteamLibrary/steamapps/common/SatisfactoryDedicatedServer/FactoryServer.sh
User=chris
Group=chris
Restart=on-failure
RestartSec=60
KillSignal=SIGINT
WorkingDirectory=/media/chris/M2/SteamLibrary/steamapps/common/SatisfactoryDedicatedServer
[Install]
WantedBy=multi-user.target
I'll try that, thanks
ip a, ping google.com etc
i am writing from it
it's correct, but you skipped all the steps and went straight to the service part lol
well it can't hit the steam servers for whatever reason
It's probably DNS tbh
hmm i will try from the start
(It's always DNS)
but normal steam is working
but also if you've got the regular steam client installed on that, download the server through the client and run that one?
you won't get the auto update on start tho
ok i will uninstall and do it thru the other way
eh wolveix's is the best rn, he's in here too
did not know that
I either just run my dedicated servers from AMP cpanel or just line by line c+p from the wiki
So you're running the server and client from the same machine?
Did yall try disabling ufw and see if it works?
how would i solve this
What machine is this one? Because it’s most likely not DNS, it’s a joke
but sometimes admins forget to set their dns (like I have) and some things that require internet don’t work
what OS
i tried some ipv4 and 6 dns servers from goolge
ubuntu
24.04
i can ping goole in the concole
any better idea i am willing to change to some other linux
Nah, Ubuntu is perfectly fine
grml
I’m not sure why else it could not be working
i think they fixed my problem i had before
Sounds like something is blocking steamcmd.. that's why I asked if yall checked ufw
it doesnt shut down the server when i leave
what is ufw?
Firewall, systemctl stop ufw if it works after that's your issue
how?
Systemctl stop ufw
still not
If that's your issue because it works after, Google how to allow an app through ufw
Steam can't connect?
i got it error 41 error sits in front of monitor
i did not read all
missed this command at steamcmd install
sudo apt-get install lib32gcc-s1
Hey, I'm going to be moving states at the end of the week, which means the dedicated server is going down soon.
Does anyone have any recommendations for hosting companies to temporarily run the server while I'm gone? I'd need to essentially transfer over the existing install
one problem gone another is there now ohter players get encryption token missing
I see ur ip
ye deleted it
You only need to move the save, your clients will have to readd the server regardless because of ip change
Can you access it locally?
Current server is local install. As for saves, does satisifactory associate inventories, markers, etc with Steam ID's, or is that all handled by the server?
Concerned that adding stuff will cause stuff to break
It's all stored in the save file.
And any recommendations on server providers? I've used hosthavoc in the past
problem is solved
No idea on that. I self host everything and if I was moving I'd probably move the server to somewhere with a decent enough connection to host it.. got friends?
YEAH I HAVE FRIENDS.... maybe... a few. 🤣
I have a regular 2-3 concurrent players at a given time, so looks like hosthavok can cover at lowest tier.
hello , mine dedicated server drop off after while even friend is on it. some someone recomended how make server go up after crash or something?
Is it actually crashing or just going offline? If the process is still running but unable to connect after a particular person leaves the game, that is a known issue currently, waiting for the next patch as its supposedly fixed internally.
going offline more likely
The only known fix right now is to use Linux instead of Windows as it doesnt occur on that OS with the DS
okey thx for info
Based on what Snutt said on last stream, should have a patch within 2 or so weeks hopefully
is there some way for remotely stop and launch it from mobile?
If you're running linux... you can use termux to ssh into your server.
Might be able to call a quit/exit with the web API since the TCP port stays up, but i have no idea how to do that
Just have wireguard or tailscale setup, don't open 22 to the internet
Not sure SSH will help with Windows? 🙂
Oh..
Get your save fixed up?
Would need 3389 opened, arguably wayyyy less secure than SSH
wireguard or tailscale again xd
True
If you want to remote into a machine on your network, there's really no reason to not use a VPN solution.. it solves so many issues before it starts
I'll try to fix my save tonight. I've got a few other things to work on. What I've understood is delete the affected area in scim, and then delete whatever it complains about after
I can't help but feel some type of way about the 1.0 launch, I love it but I really wish they would have waited and ironed out the major issues...
Sounds about right, @clear lagoon is more keen on the blueprinting issues but from what i've gathered there are issues with power poles, belts or other things that get bad connections inside the blueprint that cause the crashes. Removing via SCIM and potentially placing into blueprint machine and re-saving might fix it, but I personally havent experienced the issue as I hand build most of my logistics/machines so have no complicated blueprints
Oh yeah.. definately agree #dedicated-servers message
I've hand done everything.. but some of the people I play with made extensive use of blue prints
I cannot deny they certainly fixed alot of bugs with DS, map was basically never working properly after U6 with drones/trains/stations and now it mostly works but there are still glaring issues with it vs what you get in single player - just as ONE example among many..
Have you run into the drone bug yet? That one is really fun and makes me nervous as hell that it will at some point contaminate production lines
The best part is.. the drone bug was fixed in U8 and its back in 1.0.........
What's that?
I don't recall it, but we didn't really use drones on u8.. now I'm using them for my nuclear powerplany
Probably best sums it up https://old.reddit.com/r/SatisfactoryGame/comments/1g5ag7h/drone_bug_drones_target_incorrect_destination_port/
Basically the drone interface selection for destination doesnt actually pick the one you select and just picks one up or down (1-2) spaces from what you pick
Ohmy.. not yet
You dont get it until 16-20 drones are active
I there, I've got 30 ports I think
So.. I think I need to setup smart splitters and sinks on my powerplant incase someone else sets up drones and it dumps something into my uranium line
That's arguably more tolerable than BP issues tbh.. at least you can prepare for it
Yeah, my concern is when they fix it - which port is it going to send the drone to, the one in the selected destination or the real destination.. I probably will just use SCIM to clear inventory of everything and belts if it gets contaminated, no way am I going through like 150 manufacturers and all of the beltwork to clean that manually
All fed by drones except the uranium cells
Install WSl and you're good to go.
sudo ufw disable
Hi, I am having a problem launching my dedicated server since an auto-restart last night at midnight. can someone help me troubleshoot?
also I believe this is not an issue as long as you really make sure you have unique names for all your ports
we have over 100 ports on our server before we ran into this issue and to fix it we found the port with a duplicated name, changed it and it fixed everything
I have zero duplicate ports, all of them are uniquely named
Yet this one is selected going to loader port in maze canyon, instead its unloading at islands nuclear power (where it should be)
Whats log show when it tries to start?
Set to unload Uranium2, yet its going to Uranium3..
Hey look at that.. you have a corrupted/bad drone lol
I would load the save up in SCIM and start deleting the most recently placed drone ports
yea funny enough, I know the drones are funky but I was hoping the naming thing could help you cause it did for us for a while
I will give this a try
I am going to load the save up in SCIM now and check the name of every port
haha gl
ctrl-f and copy paste each port name lol
okay so I've never worked in SCIM... haha how do I load my save there? I have my save file ready, but not sure what to do next
Open Interactive Map and at the top right there is a little save kinda thing
thanks!
A bit more advanced but if you right click the port and goto advanced debug it should give you an ID
If you check crashcontext, it might tell you which port is causing the issue and just need to find it with the advanced debug
sweet thanks!
sorry got lost where is crashcontext? in one of the crash report folders?
Near logs, folder called Crashes instead of logs
yarp that will have the full crash/dump
IIRC i includes the ID of the object having the issue
Persistent_Level:PersistentLevel.Build_DroneStation_C_<ID>
DroneTransport or DroneStation, I think would be the two you want to look for
Transport being the drone itself and station, self explanatory
Can you DM me the crashcontext?
I see DroneMovementComponent
My 1.0 server just ticked over it's first 1000 hours 🎉
Thanks to Gunter I am about to clear phase 5!
anyone else been crashing three times a night on a dedi server?
I was able to load it in scim and delete the whole factory.. loading the scim save crashed the server, it restarted, and loaded the save.. seems like the issue is gone
here we go!
server crashes or just you?
hmm I get it very occasionally, not regularly so I haven't really looked into it.
maybe verify game files too
yea did too, this time, the crash happened, i came back in, I lost everything in my personal inventory and hands, legs, etc, no death crate anywhere to be foud either
usually it drops it where you last touched ground if you were in teh air, this time nothing, just all gone
OHHHH just found myself sitting, killed myself, took all my stuff back then almost revived myself.....trippy
Anyone recommend a good site for dedi servers ?
Is 8 gb ram enough for a server of 2 newbies? We only got small factories for now but spaghetti incoming very soon. I just don t want to lag when spaghetti comes around
8G should be plenty for just two
this is the current state of a roughly 100-hour game just getting into nuclear power with north of 100 train stations and probably 130 trains running.
And you're using 6.7 gb out of 11.2 gb, correct?
11.2 is the virtual allocation, of which 6.7 is being actively used and the rest is essentially "idle" and likely to be swapped
Fair enough, 8 is plenty then. Thank you for the info!
I have a blueprint that I need to tweak, but I know they're buggy. What do I need to do to avoid crashing the server? As of now it's a non-bugged blueprint. Can I load it in an MK3 designer, tweak it, and crucially, save it under its current name, not a new one?
you'd be surprised what you can do with 8GB
We're at Phase 4 now
and factories and automations running all over the map
I haven't had a bug happen like that
but just in case, backup if you're afraid of losing progress
actually, always backup
I mean..
I think the minimum is still 12gb on the wiki, and that's probably a reasonable amount.. that said you can get a lot of play time out of 8g of ram on a server. just make smart decisions like install your OS on the server without a gui.
hey guys new problem for me
Okt 23 16:52:59 Server systemd[1]: /etc/systemd/system/satisfactory.service:14: WorkingDirectory= path is not absolute: "/media/chris/M2/SteamLibrary/steamapps/common/Satisfacto>
Okt 23 16:52:59 Server systemd[1]: satisfactory.service: Unit configuration has fatal error, unit will not be started.
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
ExecStartPre=/usr/games/steamcmd +force_install_dir "/media/chris/M2/SteamLibrary/steamapps/common/SatisfactoryDedicatedServer" +login anonymous +app_update 1690800 validate +quit
ExecStart="/media/chris/M2/SteamLibrary/steamapps/common/SatisfactoryDedicatedServer/FactoryServer.sh"
User=chris
Group=chris
Restart=on-failure
RestartSec=60
KillSignal=SIGINT
WorkingDirectory="/media/chris/M2/SteamLibrary/steamapps/common/SatisfactoryDedicatedServer"
[Install]
WantedBy=multi-user.target
but i think its progress to yesterday
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/home/steam/steamcmd/steamcmd.sh +force_install_dir /home/steam/factoryserver +login anonymous +app_update 1690800 validate +quit
ExecStart=/home/steam/factoryserver/FactoryServer.sh -Port=xxxxx
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
WorkingDirectory=/home/steam
StandardOutput=append:/home/steam/log/satisfactory.log
StandardError=append:/home/steam/log/satisfactory.err
[Install]
WantedBy=multi-user.target``` This is what I have.
I pretty much copied it from the wiki, added the bit for my port settings, logging and setup logrotate.. and that was it.
thats what i did to just changed the path
where is Environment="LD_LIBRARY_PATH=./linux64" in your service? I wouldn't think that's optional.
I should probably update mine to use sigint.. but it's not like my server has a graceful shutdown anyway, only crashes lol
that could by why It's not sending crash reports
still can't find steamcmd?
no the path now
kt 23 16:52:59 Server systemd[1]: /etc/systemd/system/satisfactory.service:14: WorkingDirectory= path is not absolute: "/media/chris/M2/SteamLibrary/steamapps/common/Satisf>
Okt 23 16:52:59 Server systemd[1]: satisfactory.service: Unit configuration has fatal error, unit will not be started.
Okt 23 16:53:54 Server systemd[1]: satisfactory.service: Failed to schedule restart job: Unit satisfactory.service has a bad unit file setting.
Okt 23 16:53:54 Server systemd[1]: satisfactory.service: Failed with result 'exit-code'.
Okt 23 16:53:54 Server systemd[1]: satisfactory.service: Consumed 7.427s CPU time.
Okt 23 17:09:19 Server systemd[1]: /etc/systemd/system/satisfactory.service:8: Neither a valid executable name nor an absolute path: 1/media/chris/M2/SteamLibrary/steamapps/>
Okt 23 17:09:19 Server systemd[1]: satisfactory.service: Unit configuration has fatal error, unit will not be started.
remove the " from it maybe.
Okt 23 07:03:24 Server (steamcmd)[2675]: satisfactory.service: Changing to the requested working directory failed: No such file or directory
Okt 23 07:03:24 Server systemd[1]: satisfactory.service: Control process exited, code=exited, status=200/CHDIR
Okt 23 07:03:24 Server systemd[1]: satisfactory.service: Failed with result 'exit-code'.
Okt 23 07:03:24 Server systemd[1]: Failed to start satisfactory.service - Satisfactory dedicated server.
from ExecStart="xx" too.
does not change stop daemon-reload start still the same
did you run systemctl daemon-reload afte rmaking the changes?
yes
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
ExecStartPre=/usr/games/steamcmd +force_install_dir "/media/chris/M2/SteamLibrary/steamapps/common/SatisfactoryDedicatedServer" +login anonymous +app_update 1690800 validate +quit
ExecStart=/media/chris/M2/SteamLibrary/steamapps/common/SatisfactoryDedicatedServer/FactoryServer.sh -Port=7778
User=chris
Group=chri
Restart=on-failure
RestartSec=60
KillSignal=SIGINT
WorkingDirectory=/media/chris/M2/SteamLibrary/steamapps/common/SatisfactoryDedicatedServer
[Install]
WantedBy=multi-user.target
who's group is chri?
honestly, if you get path errors.. that means it can't find it.. so go back and confirm you spelled everything correctly xd
that's why I use short paths where possible.
you should probably have a seperate user for steam, because I'm willing to bet if you run id chris you'll see the sudo group show up.
so if someone hacks your server, they can escalate to sudo once they have control of chris
and then that's your ass.
you can also mount /media/m2/path/to/shit to /home/steam/factoryserver
or use symlinks in /home/steam that redirect back to /media/long/ass/path
that's a little more advanced I guess.. so baby steps.. welcome to homelab lol..
after they have control of that machine they can use it launch an attack on other machines on your lan
so, shit that's exploitable.. iot garbage, windows, etc.
the chances of that happening are low, but not zero.
thanks a lot @twilit fox
willing to tell me how and how to do it outo after restart of the pc because now its not working anymore
Hello there! Just ran into an issue very similar to this one relating to foliage: #dedicated-servers message
Except it seems to be all objects for example dismantling and customizing structures etc. When the player logs off and joins the server again, all objects are updated correctly. Is this a common one?
We will try restarting the server more often and see if that helps. But i'm curious if those commands are also helpful to have anyways
Those did seem to improve my recent experience with foliage and objects lingering around after deconstructing, though just a single person on a DS over LAN so not much of a test vs what alot of others are doing
You can use fstab to auto mount directories, however.. why do that? Just set your service to the proper path
Run through steamcmd setup here https://developer.valvesoftware.com/wiki/SteamCMD#Downloading_SteamCMD
Then the service setup will work as you can just define the path https://satisfactory.wiki.gg/wiki/Dedicated_servers/Running_as_a_Service
it looks like he's using an external something to run the game since his path is /media/some/folder/to/steam
#dedicated-servers message
do this, it should help with foliage sync and doing large blueprints.
Or you can have all-in-one
https://github.com/asidsx/SatisfactoryPyServerInstaller
🤡 he's on linux
yeah not the most user friendly
at least it's ubuntu desktop iirc
he's learning linux I think. we all have to start somewhere
Anyone? It's an aluminum blueprint with 3 nonworking pipe connections and a nonworking belt connection. Curiously, replacing the pipe connections after the blueprint is placed is fine, but deleting the smelter to fix the belt connection causes a server crash.
Or is there a more general list of known issues and workarounds for them anywhere? Before I trip over the next one?
Do I just have to rebuild the blueprint from scratch every single time and hope all the machine connections actually work? And if they don't, start from scratch again?
A list.. sure start reading the QA site and try to decipher where/how people are having problems
So the thing with blueprints is they won't interconnect with anything automagically, so any belts, pipes, power lines, etc. that need to connect beyond the bounds of the blueprint need to be built after the blueprint is placed down. Usually this is a nominally small number of pipes/belts/rails or what-have-you
Connecting outside the bounds of the blueprint is not what I'm referring to. I had 10 smelters within said blueprint. 9 out of 10 had working connections. I had carefully waited for the audio cues for each one as I was making those connections.
Within the same blueprint is two electrode scrap refineries. The wastewater goes into a separate floor hole for each, and back to the sloppy alumina refineries. One of those water outputs didn't work. It was visually identical to the working one as far as I could tell.
Hrm
The floor hole providing the necessary fresh water to this system also didn't work.
16 machines total in the system. So it's not even especially packed.
there was a floor hole bug they fixed in the last patch, maybe blueprints built before that are still affected?
I think I'm going to try working on blueprints in a solo world, then see whether importing them to dedicated works.
anyone having issues with their server running into memory issues? I'm pretty confident I don't have any physical memory issues.
[2024.10.24-03.50.48:762][800]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
im using the biomass burner server from Shockbyte for 2 beginner players, does anybody know if it is powerful enough to last until end game?
ran into the crash twice now
that's not out-of-memory, that's a segmentation fault
basically, due to a bug trying to access memory that doesn't belong to it, so the OS shoots it in the face.
oh I actually see that it might be an issue with my proxmox settings. I changed the CPU type. Fingers crossed it fixes the bug lol
so long as you're not using the kvm64 CPU type configuration you should be good
(use host instead)
it was set to x86-64-v2-AES. I changed it to host
that should work (:
hopefully that was the issue! I'm not sure why else it would be having that problem...
from what I've read, if the CPU type config in ProxMox is the issue, it will manifest as the dedicated server running at first, but will crash when creating a new or loading an existing game.
whelp. Is the memory issue a known bug, or is it something with my server?
it's known to happen now and again; I don't think a specific cause has been isolated, but the server will sometimes just tip over with that SIGSEV. Runtime varies- mine stays up for days at a stretch usually.
ah gotcha. Okay. I guess I just got unlucky lol. I'll just have to set up a script to restart the service if it goes down then
there's an example systemd unit file that will keep it running for you - and even check for updates on (re)start.
oh sick. I should have read that page better lmao
I usually pay attention to the indicator light. If it's inside the blueprint, it is supposed to be completely off and not red.
Thank you lemme take that
Where to find help about debuging the dedicated server? Mine keeps crashing once I leave the server
If I leave the server and close the game, after opening the game again the server shows offline
The server is running on the same Windows PC as the game.
Every 10 seconds or so, character freezes in place for 1-2 seconds
That is typically an issue by it self.
are you running the server as a vm?
it is normally better to run the server on a dedicated machine.
No that is actually a known issue if the dedicated is on Windows, when a certain person leaves the server drops the UDP listener. Its been fixed internally, just waiting for the patch to release
The only known fix is to run it on Linux instead, VM or bare metal shouldnt matter
Well it shouldn't be, a normal server should be able to be run on a normal machine without any issues and should not required a dedicated server / machine unless the resources requirements are too high due to a lot of buildings and entities
Nop, am running bare metal on Windows
Alright thanks great to hear this
And I'll make sure to try in a linux vm as a temporary workaround, thanks for the workaround suggestion too
I mean, if you're running the vm on the same machine you play the game on, why not just host from the client like we did before dedi's?
Good point, I do this so that I can leave the server running (in turn machines running) and close the game and save my PC resources when I am not playing.
you're saving gpu usage, that's about it, and possibly a performance penalty while you are playing because youre running the game twice. just keep an eye on your server tick rate as your world grows.
I mean these days GPUs consume more than CPUs it seems.. so fairly valid I suppose from a resource saving standpoint
I'm running a dedicated server in a docker container and the server crashes and reverts to the last save whenever it tries to auto-save. It does not happen on manual save but it does happen on auto-save when a player logs in/out and when the autosave interval occurs. Checking the logs when it happens, it seems to be a floating point exception when generating the autosave name/Id:
satisfactory-server | CommonUnixCrashHandler: Signal=8
satisfactory-server | [2024.10.24-17.50.26:970][583]LogCore: === Critical error: ===
satisfactory-server | Unhandled Exception: SIGFPE: floating-point exception
satisfactory-server |
satisfactory-server | [2024.10.24-17.50.26:970][583]LogCore: Fatal error!
satisfactory-server |
satisfactory-server | 0x00007fe6bfc56bcc libFactoryServer-FactoryGame-Linux-Shipping.so!AFGGameMode::GenerateNextAutoSaveId() [C:/BuildAgent/work/b731a33f2a691e17/UE4/Engine/Source/./../../FactoryGame/Source/FactoryGame/Private/FGGameMode.cpp:930]```
Full logs around the relevant time/event:
Any chance anyone has encountered this/have any ideas/solutions?
Can you also share the crashcontext? Certainly an interesting one
https://questions.satisfactorygame.com/post/66e35154772a987f4a8ae2bf
https://questions.satisfactorygame.com/post/66e34832772a987f4a8ae1d0
All of you using a docker container.. just run it on the OS IMO
why do that when it makes much more sense to add more layers for more issues. I don't mind docker.. I just don't understand why you'd want to use it to run a single game server on a machine.. kind of like the people that want to host the server from the same machine they play on.
most people who run docker have the ability to either spin up a lxc, or a vm to run the server without docker, probably.
I have too many game servers to manage like that
I use a control panel, which ironically runs using docker containers
if you start to experience this, just restart your computer. 🥲
Do big saves on servers take a lot of resources? Mine is taking about 200% cpu and 13GB of ram
I downloaded the satisfactory server tool on 2 computers on the same network, both from epic; I launch them both. Im able to connect to the localhost one compeltely fine but its showing the other one offline, the port is open so that should not be an issue
the port ?
on the other computer you opened firewall ?
did you double check you are using the right local ip of the other machine ?
LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
[2024.10.24-20.06.22:895][918]LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
[2024.10.24-20.06.22:896][918]LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
This happens when i check the port, dont know if its the cause but
how do you check the port ?
portchecker co
I meant there are 2 pc with ports to do opened
So I don't really understand which one you opened
Both are on 7777, but i try them independantly so one is off while i test the other
so port clashing should not be an issue
This is what its showing up as on my game
you didn't answer clearly on my question on what machine you opened firewall on
and what ip you used
i opened the firewall on both pcs for the port and the app, and i used the public ip from the serer im having an issue with on my main pc to connect
that's the problem
it's not the public ip you must use
it will do nothing
it can't work
you need the local ip because you want to join locally on the local computer
public ip only points your router
so others can connect using public ip but i cant
When you are local, you use the local addresss
When you are remote, you use the remote address - pretty simple
Now its saying connot connect to the server api
Do you get a response if you try to browse to the server ip in a browser? https://<iphere>:7777
No
Then TCP is blocked
But it isnt though
7777 Open
Ive checked on like a million port checking website
websites
I've tried this, server still crashes without any log indication, although the frequency has now increased to once every few hours
7777 TCP and UDP need to be open
Did that
Port checkers will NOT test UDP connectivity, if they claim to - they are lying
Sorry, need to add :7777 to that in the browser
If you dont get this, then TCP is not making it
huh
thats weird
Ill try again i guess
@grim mica Can i use a upnp client? maybe my router isnt forwarding correctly
No, the Satis DS wont open ports with uPnP
No like, i use PortMapper and manually map them
You need to forward TCP 7777 and UDP 7777 to the server running the satis DS instance
What router/firewall do you have?
Windows firewall and a tp link archer ax something
On the TP LInk UI do you see a 'NAT Forwarding' on the left side?
Ive done that
Virtual Servers?
I see, I havent ever heard of PortMapper, seems to just build a upnp connection for you I guess.. okay then
Yea basically
Okay, if they are forwarded then the only remaining thing is the firewall on the local machine
Just turn off Windows Firewall for testing and see if you can connect
Ive tried compeletely turning it off temporarily to see if thats the problem
It isnt
Okay.. so does it work internally, externally or neither?
When you add the server on the client, in the servers FactoryServer.log you should see connections from the source IP, do you see anything in the log?
Everytime i click on the server that says offline it logs with
[2024.10.24-20.45.02:951][368]LogNet: NotifyAcceptingConnection accepted from: 192.168.0.55:64855
And you are just getting cannot connect to the API and offline on the left?
Where is the DS instance running in relation to the client? On the same machine or another on the LAN?
Another one on the LAN
So ignoring external firewall, LAN to LAN doesnt work - but you are getting Notify accepted in the logs.. hm
Can you get to the https://<ip>:7777 from the client that cant connect?
You sure you the firewall is turned off on the server machine as well?
Right, LAN to LAN there is nothing else blocking
Okay that looks good at localhost
Try it without localhost, it should respond even locally on its assigned LAN IP - just to make sure its actually listening at that address
Allright, then you get a timeout/404 from the client trying the same in the webUI?
yes
TCP must be getting blocked
Thats so weird, port checking tools can see the TCP port being open on the client pc
Dont worry about external at the moment.. just focus on internal
If the client cant reach the api web internally, something is wrong inside the network, if its a flat subnet then the only logical problem is local firewall on the server or client
Ive tried connecting to the webui from other devices liek my phone and laptop that are on the same network and it times out
The server is windows?
And the firewall is off on the hosting pc
Yes
I would host on linux but i bought the game on epic and cant download the server from steamcmd for some reason
I have the hoster pc connected via ethernet to another pc of mine without a wifi card thats sharing its wifi could it be trying to host it from that connection isntead of the wifi connection
You can download the server from steamcmd with no license needed.. but either way..
What launch parameters are you using on the server?
As long as you arent binding it to a specific IP, default is to listen on 0.0.0.0 (all adapters)
Run Powershell and check the 'Enabled' field, all are set to 'False'?
Get-NetFirewallProfile -All
Ive never used the Epic DS.. but they should be the same between Steam/Epic so I doubt there is an issue there
humm
I guess we can check the listeners to make sure they are correct.. sec
Get-NetUDPEndPoint | Select-Object LocalAddress, LocalPort, @{Name="Process";Expression={(Get-Process -Id $_.OwningProcess).ProcessName}} | Sort-Object -Property LocalPort,Process
Get-NetTCPConnection -State Listen | Select-Object LocalAddress, LocalPort, @{Name="Process";Expression={(Get-Process -Id $_.OwningProcess).ProcessName}} | Sort-Object -Property LocalPort,Process
$.Process : The term '$.Process' is not recognized as the name of a cmdlet, function, script file, or operable
program. Check the spelling of the name, or if a path was included, verify that the path is correct and try again.
At line:1 char:195
- ... t-Object -Property LocalPort,Process | Where-Object{$.Process -like " ...
-
~~~~~~~~~- CategoryInfo : ObjectNotFound: ($.Process:String) [], CommandNotFoundException
- FullyQualifiedErrorId : CommandNotFoundException
hm, okay guess the wiki powershell is wrong
edited the above, look for the 'localport 7777'
should have a 0.0.0.0 and :: entry for 7777 on both port types
0.0.0.0 7777
:: 7777
this is udp
this is tcp
:: 7777
0.0.0.0 7777
@grim mica I figured it out, it was actually broadcasting to the ethernet adapter for some reason, and not through my wifi
Well.. that should have still worked, but multihomed machines are real fun sometimes
Could you check if it works on other networks if you are on currently
You can add a launch parameter to the DS exe (make a shortcut) and put in -multihome=<ip> and it will force bind it to that adapter
Yes I can try to connect externally, DM me your WAN IP
Yep, I can see it - no level loaded though
if you have this problem https://questions.satisfactorygame.com/post/66e08561772a987f4a8a9d67
Just wait next patch
What is going on with my dedicated server? [2024.10.24-22.53.24:362][ 1]LogGame: Warning: Attempt to access non-existent option 'RTPC.SFX_Bus_Volume' on Option Interface 'FGGameUserSettings /Engine/Transient.FGGameUserSettings_2147482574'
[2024.10.24-22.53.24:362][ 1]LogGame: Warning: Attempt to access non-existent option 'RTPC.Master_Bus_Volume' on Option Interface 'FGGameUserSettings /Engine/Transient.FGGameUserSettings_2147482574' I keep getting this on repeat?
Sorry I was out, what's crash context mean? Like what I am doing in game or is this a specific log file the game generates?
If you mean what I'm doing, it's consistently just when it tries to autosave.
Crashcontext is a specific log file that gets generated when a crash occurs, it contains the log and the back/foregound worker processing that were running/what they were doing at the time of the crash.. however I would honestly just not use Docker - seems to be an issue that others are having so i'd suggest just putting it on bare metal or on a VM directly rather than in a container
Did you import or use an existing Engine/GameUserSettings ini files or something?
Hi, my Friend is trying to setup a Server but i cannot join. He port forwarded ingoing and outgoing tcp/udp and setup the Server with his (normal) IPv4 Address.
When hosting do you need to enter your normal IPv4 or your public one? And when joining which one do i need to input?
Trying to set up the Server with the public IPv4 didn't give us any options to name the server, etc. in game.
PS. we are not on the same network
Any help would be appreciated ty
You need to set a portforwarding rule for TCP and UDP port 7777 in your firewall/router...
Yes, when I wrote this I did create ingoing and outgoing rules for TCP & UDP as well but didn't do it in the router setting. Will try this later tho. thx
No need for outgoing rules.
Hi, i've recently decided to transfer my save to DS cuz hosting on own pc kinda affects on FPS and i cannot load my save with blueprints, and my server is not loading with strange log...
for some reasons it doesn't want to load my blueprints at all
Guys, I have a fairly big problem with our dedicated server, maybe someone has advice or even a solution:
We have issues with keeping the Server at a stable Tickrate of 30.
It degrades really fast, even after a restart.
Server
- CPU: 1700X (8c/16t) - usually at ~15-20% usage
- RAM: 32GB DDR4 @3000Mhz - server usually is between 6 and 10GB usage
- Sitting in our local network
- OS: Win 10 (Pro)
- Dedicated Server is running as a service
- Autorestart is set to 4h (was 12h before)
- Server restarts fully once a week
- Max tickrate or any other settings have not been made to the server
- The game is not modded and the savegame has been created ~1 week after 1.0 launch
We are three people, two of which (myself and my girlfriend) are in the same network as the Server.
The Tickrate got as low as 17 today, while we don't have that much built. We are at around ~15-20GW Consumption with roughly 300h of combined playtime (server pauses when no one is online) and currently in Tier 8 (to get a rough idea how big our base is)
It recovers mostly towards 30, but sometimes stays on low-mid 20s.
We do build a lot of decorations, but Foundations, Walls and Beams shouldn't impact the tickrate as drastically, at least that's what I think.
And since we aren't near true lategame, we are wondering if there is anything that can be done.
I suspect there are also several crashes connected to using Blueprints, which we heavily utilize, but I am not sure if that'd effect the tick rate in such a way as well.
I have also experimenting with Network Quality, but I am not even sure if more or less would be better.
Aside from the tickrate the server very rarely crashes, but we do fairly often, which seems to be connected to loading assets, meshes and blueprints, so normal crashy-behaviour that is hopefully 🙏 fixed at some point, but not too annoying.
Is this just a bug? Is this normal? Any help or info would be nice!
Does anyone use GPortal for a server and able to help me out please?
single core rating is 2100 for that chip. Satisfactory recomends at least 2000, so you are right on the borderline. It relies very heavily on 1 CPU core to do the majority of the work. This will show low utilization numbers, when you are actually capped on the 1 core it is pushing. you may be hitting the limits of what that CPU can do. my Xeon 2697 v2s were the same story... 24 cores, but it can only push 1, and not enough for the games needs. had to move to my 7700k rig for more power.
the first ryzens were much lower IPC (instructions per clock) than the later ones
Your CPU is well below recommended CPU. 1700x has a single thread rating of 2101 where recommended CPU (Ryzen 5 3600) has single thread ratin of 2567....
cpubenchmark.net/compare/AMD-Ryzen-5-3600-vs-AMD-Ryzen-7-1700X/3481vs2969
Permissions? The account running the DS needs rights to the folder and files in there
it can read, because if it couldn't it wouln't be able to get even this data, right?
does your session name contain any spaces, punctuation, or other non-alphanumeric characters?
did you upload both the sbp and sbpcfg files?
Yep, both, and no, session name contains only alphabet numbers
can you check file permissions for the blueprint as well as which user you're running the server as?
actually is that running in docker?
VDS on debian yeah
did you incidentally name your user container? is this the user the server is running at? does this user have rw permissions on the blueprint files?
is the issue with your blueprints not showing up the only issue you're having?
is there a secret to making this thing more stable because damn
(also yes it's working fine most of the time I am just wondering why it never makes it for more than 12 hours)
tbh, it's just the nature of the dedicated server. It is a bit unstable still
as long as I'm not alone lol
I restart my server very often anyway. So what Id do is setup a scheduled task to restart the server every so often
I found it's more stable if I have a client connected so I've been idling when other people want to play lol
I had running one DS on a Ubuntu server in Docker for almost 700 hours.
Now I'm running DS on Ubuntu server without docker.
Both serveres runs as VM on Proxmox hypervisor and had zero crashes.
So I can't agree with that statement that it's DS that is unstable.
I'll let the server know and maybe i can shame it into not crashing anymore
I don’t believe that makes a difference
it may also just be your server system specs
its a 3975wx with 256gb of ram on a dedicated storage drive
single core score is a little low ig
zen2 smh
pbo is kicking it up to 4.2ghz tho
How is the DS instance actually running? Put it on bare metal on that hardware, do you still get constant crashing?
its on straight bare metal rn
I barely have gotten any crashes with 1.0, certainly has happened but not nearly as frequently as you are experiencing
What OS?
win10
Are you sure its crashing and not just the offline bug?
i mean, i have to send it interrupts
You Ctrl+C the console?
After what occurs
You are the only person in the server, nobody joining/leaving and it just disconnects you until you press Ctrl+C on the console?
Is that actually restarting the process like it should or..?]
i haven't let it get that bad yet tbh
its just making the process go OH GOD WHAT WAS I DOING
Ctrl+C on the Satis DS window will send a close signal to quit, no saving and it should close after that
and then it spits out like a bunch of the waiting status messages and a bunch of connection errors and I see it again
Are you clicking in the console window..?
The symptoms you are describing dont make any sense or match any known behavior to my knowledge.. so yeah
What do you mean by 'you dont let it get that far'?
i switch over to the server from the client ASAP
sometimes it saves it, sometimes it doesn't, but an interrupt will not always make the server quit just remember what it was supposed to be doing
That sounds like you are clicking/leaving an active cursor in the DS window
and then i can connect and do a clean shutdown from the client console and reboot because I'm not gonna try that instance again
Run it with NSSM to avoid that.. or just dont click in the window it opens, like.. ever
Leaving an active cursor in a command window causes it to pause, that is user interaction causing the behavior not the DS itself
If you do click in the window, just hit 'enter' instead of ctrl+c and it will clear the cursor selection
I'll check next time but i pretty much just watch it and don't click in it and stuff
I just alt tab and ctrl c when I start not moving around in game anymore
you mean the solid white cursor and not the blinking underline output cursor right
I switched to linux to fix a disconnect causing the server going offline, however I played my entire first 1.0 playthrough ~100h or so on a Windows DS and had I think two crashes related to the same thing (placing pipes too many pipes quickly) so I just slow down with pipe placement and havent had it crash or otherwise any issues that I can recall
This will cause it to pause
It will also say "Select" at the top left since thats the mode its in
got it
I just hit enter and it resumes and spits out a bunch of crap it was waiting to display
I haven't seen that before but I might have not been looking for it lol
Based on what you are saying, that must be what is happening..
but when i open an exe and it's just the path on the console I'm super paranoid about any other text showing up because y'know Console Powers Scary
I hope so
I hit ctrl+c and the window immedately closes, if it doesnt its because you are taking it out of select mode
that would be the easiest fix ever
i should maybe add this to the wiki in the "help i am bad at console" section
Why is console powers.. scary? Its just an application like any other launched with whatever user
windows xp prank batch files run as administrator lol
traumatic memories
the only reason I'm not a cautionary IT tale from the Bad Old 2000s is because we had Ghost
Stuff broken? Reimage!
that definitely turned into an "every problem looks like a nail when you have a hammer subscription" though, we had a raid array multicasting images every weekend to almost every PC in the school 😩
anyway o/t but between ghost being console only and prank batch files and the posix environment generally, Text Powers Scary
Home or which version?
pro, home only supports half my ram iirc
yeah thats often an issue on dedicated servers on windows in games 🤣
one thing that might help prevent it is to right click the icon and set defaults
and then uncheck quickedit mode
then when you actually want to select/copy something, you can for example start with ctrl + a (select all) and then it goes into select mode, if you still need it to copy something
but it can prevent accidentally clicking and selecting and freezing the damn process (lol windows)
can someone test my server? I can reach it from inside my network but I don't think my port forwarding is working but have no way to test it myself from here
shoot me the IP on a PM..
our nitrado server is slow even at the maximum performance package that they offer. does anyone else see this issue?
People have reported various issues with nitrado here in the past
They're cheap and apparently you get what you pay for
Hey guys anyone having issues with server mismatch?
I used the following command but shows that my server game is updated
sudo -u satisfactory-server -s /bin/bash -c "/usr/games/steamcmd +force_install_dir /home/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit"
Game Error:
double check your install location
also stop running Steam and game servers as the root user
that's extremely bad practice
yes hence the sudo -u satisfactory-server -s /bin/bash -c "COMMAND"
thanks it was the directory
don't run Steam or game servers with sudo either
it runs as a service
that's not what sudo does
no the server
sudo -u is to have satisfactory-server USER run it
without sudo
the command between the "" is the command the user is running it as
I sit corrected; I did not see the -u parameter
i guess
though since you have the satisfactory-server role user already, it would be better practice to just run Steam directly as that user, but sudo -u username is fine
anyhow- are you certain you're running the game server from /home/SatisfactoryDedicatedServer/?
yeah it was my bad, i had the wrong dir heh
Cool beans (:
thanks!
anytime!
sudo is “superuser do” this btw
You’re ideally supposed to have a Steam account login to run your servers
technically "set-user do" but its most frequent use is for superuser.
it technically always is by super user
but then dropping down to selected user
that's how it works (the executable has the suid bit set to allow it to work) but its function has always been described as "execute command as another user", not "execute command as superuser".
sudo? that's for making sandwiches
:snrk:
hmm, well getting a new CPU would be a bit annoying rn, I have to check if I can squeeze a bit more performance out of it, maybe disabling multithreading or some cores to boost the good ones. 🤔 Man that's annoying if that is really the case.
My Main PC has a Ryzen 3950X so that's a bit beefier, but I can't run it there, since I use that one for work and other things and it's not always online 😬
Hi, im running a dedicated server on my local machine. It has happened to us several times that when we want to delete a structure or belt, the server crashes, even sometimes the game itself getting this message, any idea why this may be happening and how to fix it? Thanks
Assertion failed: mConnectedComponent->IsConnected() [File:C:\BuildAgent\work\b731a33f2a691e17\UE4\FactoryGame\Source\FactoryGame\Private\FGFactoryConnectionComponent.cpp] [Line: 135] Attempted to disconnect an already disconnected connection: FGFactoryConnectionComponent /Temp/Untitled_1.FactoryBlueprintWorld:PersistentLevel.Build_ConstructorMk1_C_2146897216.Output0 <-> FGFactoryConnectionComponent /Temp/Untitled_1.FactoryBlueprintWorld:PersistentLevel.Build_ConveyorBeltMk1_C_2146897182.ConveyorAny0
this morning after a restart of my dedicated server, I noticed a whole bunch of these log lines, what does it mean?
[2024.10.26-08.36.07:159][ 0]LogFactory: Warning: AFGBuildableSubsystem::AddBuildable, A instanced proxy were added without a static mesh. Make sure this is intended. Actor name: Build_PipeHyperStart_C_2147468527
Hey guys do you know where I can download a decent sized save to test performance on my server ?
I did not.
Quick Question.
When does one achieve to have specific area on the map be laggy? On a dedicated server, we only have a certain area where for everyone, the game lags really hard. Mainly the main base with storage. It takes like 4 minutes to stabilize. Are there conditions to be met to have this problem?
I'm sorry if this is a stupid question, but how can I enable console commands on a server running on windows? am trying to get coordinates in hud (ShowDebug NONE) but it says commands unsupported or not found. Can anybody help?
you can do it yourself with your phone, disconnected from wifi and use only mobile data
Do you have Satisfactory installed on the phone?
You use your mobile data while being connected to your pc/laptop as hotspot. And then try connect to your dedicated server from external.
You can run a satisfactory dedicated server on your phone. But will be bad in terms of fps you can get when you're connected to it
as far as I can tell those commands are client side so should be enabled? e.g. try "r.fog 0"
Well we did the testing in a far easier way. And you see the timecode when he asked for help...
Does anybody else experience alot of server crashes? I have a few guys playing on my dedi server (linux) and it crashes alot. No mods!
I don't have server crashed. Rarely but happened to crash my game when building stuff, but not the server
I didn't read the entire history, sry
You didn't have to read the entire history. The post you replied to was over 17 hours old.
So no need to be sorry.
@sturdy gust FYI, if you start the container, let it download the game files and launch, but during launch you kill it again, it will never come back up, as it tries to clear /config/gamefiles/FactoryGame/Saved/Logs/*. The folder is empty, so this "fails". touch /config/gamefiles/FactoryGame/Saved/Logs/somefile.txt fixed it, but weird behavior nontheless.
anyone has a simular issue as i have? Last post: https://questions.satisfactorygame.com/post/66f41773772a987f4a8d06c7
Ah, it'll be because the logs directory exists, but no files within it. Rookie error, thanks, I'll get that fixed 🙂
Yep, thanks! :)
why does my server now keep getting
Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x00000001b7150608
[2024.10.26-17.56.37:150][518]LogCore: Fatal error!```
its been running fine for weeks
Unhandled Exception: SIGSEGV: unaligned memory access (SIMD vectors?)
[2024.10.26-17.52.32:820][146]LogCore: Fatal error!```
```[2024.10.26-17.39.32:794][687]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x00000001b7150608
[2024.10.26-17.39.32:794][687]LogCore: Fatal error!```
```[2024.10.26-17.43.14:999][536]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x00000001b7150608
[2024.10.26-17.43.14:999][536]LogCore: Fatal error!```
https://questions.satisfactorygame.com/post/6706afe1ddb9d97e071f71ef
well shit is my save fucked
@hardy sleet think my save is fucked or my server is?
Would need to see more of the crash to say anything.
That it is always the same address would point to the save.
is there tool we have to upload logs that anonymzes data
hmm downloaded the save and tried to load in singleplayer was immediate crash, 2nd launch was able to get in
gonna try saving that and loading again on dedicated
Unhandled Exception: SIGSEGV: unaligned memory access (SIMD vectors?)
[2024.10.26-18.45.15:840][127]LogCore: Fatal error!```
no dice
most recent crash
Send me your save? I can try to load it on mine to rule out hardware I suppose, but not really seeing what specifically its having a fit about
Hey friends, I am attempting to do my first dedicated server for this game, and I seem to have gotten mostly all right, but when I try to run sudo systemctl start satisfactory, it does not appear to start, when I look at the status it says its activating start-pre start. I am doing this on a linux Ubuntu VM.
if I run the FactoryServer.sh it starts the server and me and my friends can connect just fine. I am just trying to get it started as a actual service so I can close my remote connection etc.
I would like to add, I am very new to this, so appreciate the help in advance.
please disregard, I appreciate everyone being my yellow duck, I missed a / in my path to my .sh file. it is working now.
Could someone assist me wit hsetting up a server?
Ive got everthing going except people actually bein gable to connect and Im unsure what im doing wrong.
is it showing server name pending for you also?
No. Just others.
thats the same issue i just joined the discord to try and resolve lmao
I’m using lan ipv4 to connect just fine.
i can join and see it fine
Others can’t join using my external ip.
100.x?
Does your external IP according to your modem start with 100.
Such as 100.64.1.1
No. 70.
it loads on single player but not in multi
Even more reason it could be hardware in that case
For Luck and Paladin - did you port forward TCP and UDP 7777?
sent in DMs btw
dont think that should be the case, im only at oil, i7-8700 32gb ram
im hosting with pterodactyl if that changes anything
What egg or w/e are you using cause I know the 'regular' one is out of date or unkept as of recent? (not really familiar with Ptero honestly)
Lemee see if it loads on Windows DS, sec
Loaded up okay
Ah, crashes when you try to join I see
Did it just suddenly start crashing or couldnt get it back online after restart?
I didn’t use that port but I did port forward.
Care to join a vc?
Uhh no not really.. if you didnt forward that port - which did you use then?
I prefer not to disclose any details of my net on a public discord server. Can I pm you then?
Uh.. I suppose
suddenly start crashing
was fine up to today
Check DM, I think I fixed it
Hi, I am running a dedicated server on my computer for me and a friend. My friend keeps getting an issue where items don't build for him. Does anyone know how to fix this issue?
Try changing network quality?
Also, can you be more specific about 'don't build for him' - what happens when tryign to build? All things (conveyors, pipes, constructor/assembler) affected?
He clicks to build and nothing happens. He has seen it with belts and foundations.
It just happened again after I changed the network quality from High to Medium. We both were on the server when I changed the setting and neither of us has logged off since the change. Here is the logs I see in the console when it happened.
There is a Network Quality on the server and on the clients, when changed on the client - must rejoin for new setting to take effect
What does the other client see for latency in servermanager? Should list it right below the server name on the main blade
31ms
Both clients are getting good fps and no stutter otherwise?
His client is currently set to Medium Network Quality.
Neither of us are seeing any FPS issues.
Hmm.. I would maybe try it directly hosting not via DS and see if the behavior changes - certainly not normal with low latency and stable fps
That would at least isolate it to a network problem.. but fixing that is usually not simple
Thanks. We will give that a try.
Another thing we are going to test is the next time it happens he is going to check his ping to the server to see if it spikes.
Question why epic and steam not work on dedicatet server?
you try steam cmd?
Worked now
Does anyone know if I can connect to a server? I’m in China right now and I want to play with my family in Europe but the server is always shown as offline
would be more useful if people setting it up comes here
it's the responsibility of host to set it up completely
Also China may use some kind of country size firewall
I don't know if you are using some kind of VPN to connect outside more freely
I‘m using Mullvad VPN
Worked perfectly fine for everything else
But it always shows me that the dedicated server is offline in Satisfactory
it's like saying your uncle's car does not work
unless your uncle comes here we can't really help
I can give you the information though
The server is working fine for everyone else
Only for me it is shown offline
and everyone else is in same home ?
what kind of address did they give to you ?
Ipv4
and your VPN provides ipv4 connectivity ?
there is obviously something going on
did you set your VPN endpoint to your family country ?
you would need to test your TCP and UDP connectivity separately
but I'm not fully sure you get the right address
you can try to put the address and port in your browser address bar to see if it join the server on TCP
you should see a {apierror: {something}} looking message if it connects
I‘m sorry for being a complete idiot when it comes to this but I don‘t understand half of the words you are saying
they gave you the ip and port
you tried to add their server in your game server manager right ?
put the same thing in your browser address bar
like this :
https:// ip:port /
without space
So either the address is wrong or your VPN is not working correctly
The address is definitely correct
And my VPN usually works very well all the time
This is the first time I encountered this problem
how can you be so sure
Because my dad used the same address and it worked perfectly fine
being in an other city ?
Hi everybody.
Same thing happened twice for me on two different hosting platforms (BisectHosting and Shockbyte)
- We start a new save with my friends.
- We reach a certein point in the progression (end of tier 8, where you need to do the copper pasta approx.)
- The server crashes more and more (Connexion TIMED OUT).
The first time we had tried paying for more memory at BisectHosting but it didn't help, so we thought our save was corrupted and started a new one at another server (Shockbyte).
Same exact thing started happening there.
I tried reading about that, and the only thing I saw was changing the game.ini to allow longer time before connexion time outs. It didn't help in the least.
did you edited it on client or server ?
What's up guys!
Our save is growing and the game starts to lag and do some weird things.
I'm running the DS in an old laptop.
My question is if there are any options to improve performance, like reducing tickrate, or things like that, that help keep playing with a low-end server.
hey guys, is there a way to run a server in a docker container?
Yep, there is a docker image somewhere on github, or use some panel with daemon (Ptero/Pelican) that has this egg
Yes. Use @sturdy gust Docker image.
https://github.com/wolveix/satisfactory-server
satisfactory-server:
container_name: 'satisfactory-server'
hostname: 'satisfactory-server'
image: 'wolveix/satisfactory-server:latest'
ports:
- '7777:7777/udp'
- '7777:7777/tcp'
volumes:
- './satisfactory-server:/config'
environment:
- MAXPLAYERS=4
- PGID=1000
- PUID=1000
- ROOTLESS=false
- STEAMBETA=false
restart: unless-stopped
deploy:
resources:
limits:
memory: 8G
reservations:
memory: 4G```
Running 2 servers on LXC Containers in Proxmox
All of a sudden, I can't make it past a single autosave.
Our server keeps crashing due to this:
Assertion failed: ( FVector::DotProduct( startForward, mSplineData[ 0 ].LeaveTangent.GetSafeNormal() ) > 0.99f ) [File:.../../FactoryGame/Source/FactoryGame/Private/Hologram/FGPipelineHologram.cpp] [Line: 1882]
Pipe Splining: Make sure our out direction didn't get changed
Signal 11 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
Malloc Size=131160 LargeMemoryPoolOffset=393352
Malloc Size=131160 LargeMemoryPoolOffset=524536
Malloc Size=131160 LargeMemoryPoolOffset=655720
Segmentation fault
Last thing I did was inserting a pipe into a pipe floor hole. Then it hologram didn't build but didn't go away either. I couldn't do anything so I alt+f4ed, but the server went down too.
yeah server loves to die on pipe holograms, just restart it
🐒 where error
Connection times out for no reason that I can see.
I'm getting the exact same error you showed in your screenshot. I scrolled down a while but didn't find a solution. Did you get this resolved?
narp. just ended up taking the game private for each of us playing.
The difference is I'm just hosting on bare-metal windows. no VM.
every autosave.
not just autosave apparently. Still kicking me out after roughly 5min
Already changed Engine.ini to Dargeth posted configs.
Hey all, got a weird one on my server:
It's also been saying that it failed to find a destroyed actor:
Any help with this would be fantastic. It won't let me restart the server and crashes every time.
how do i upload blueprints to the server save cause the didnt go into the server when i moved my save file in
Hi guys, anyone encountered the issue where the splitter takes long to filter things, the outputs are not jammed
probably better in #1038092680493801533
but
is your output belt mk1?
maybe there's extremely short mk1 belt hidden inside the splitter
Hey Guys,
we are hosting our dedicated Server on host-unlimited.
We are encountering strange Problems:
for quick context im a Server Technician and dont get it working
- Even though the Server says "Auto_Pause" 0 or not checked - everytime i disconnect from the Server it crashes and needs a reboot - i cant get it deactivated
- Path Signals get funky on its own and the server needs a restart
- After server boot sometimes belts which worked before need to be build again in order to work again
- and overall it has way to many crashes in my opinion
Can you guys or girls give me an opionion on how to fix / is this a Host problem and it works better with other Hosting-Partners / am i Doing something wrong?
my Server now running for over 1000h and really less Problems.
The Most crashes are too less RAM. My Savegame needs atm over 12GB RAM and a good single core CPU
Our Hosted Server has this equipment:
I already hosted a premium node but that doesnt seem to be the problem
what's your server hardware ?
@deep turret I have no way to tell, its hosted by host-unlimited.de
do you have access to server logs ?
see the CPU. Thats the crash
they are using Virtuzzo for hosting the servers and CPUs dont run in Hostmode. I had a Windows Server from them
Okay so i have my explanations. Ill try anoither hoster like indifferent broccoli
Hello guys, i creat a new game on statisfactory, i chose IP as multi gaming parameter but i don't find the IP on my game to share with my friend, can u help me plz ?
can't link the site, just write my ip in google an pick a website.
'what is my ip'
I can't tell you how many times I've used that for various job sites.
note that here we are talking about the dedicated server which is an other standalone software to install and run to host game
I know sometimes people don't answer that kind of question in #satisfactory and redirect here
but I wanted to tell you so there are no ambiguity
ok thx 🙂
now the part about getting your ip and sharing it, is same
so that will work
Please up vote this: https://questions.satisfactorygame.com/post/670aa788ddb9d97e071fa7f2
Hello guys
Short question: Is there a way to use other connections instead of IPV4 to join a local hosted Satis server from outside of my Internet? Like a domain or something else.
ty
Yes, IPv6 and as you said DNS.
Needs to be set up tough
thx
But if I put in the IPv6 nothing happens. It only shows me the Sever Name pending
If I use DNS Nothing happens. No errer, no server
Needs to be set up
your router probably have a ipv6 specific firewall
Is your server listening on IPv6?
Is the firewall configured for IPv6?
Does the DNS entry point towards your IPs?
also if you home host you may have some ipv6 problems, not every isp give working ipv6
the upvote is diabled
yes
alright. I try to find it out
we have a nativ IPv6 connection
I am very sure I mk5 in and mk 5 out
do the script check please by default the ipv6 connection is completely broken, explicit ipv6 bind must be configured by default (yes I said by default, because it still also works for ipv4)
alright ty. i try it out
trying to host my own dedicated server, apparently I tried before, because while I think I've done everything right, it needs to be authenticated, and I've no idea what my password would have been 😦 is there an easy workaround for this? very basic windows user here, be kind 🙂
Hey, I've been searching the internet for hours. I'm running a dedicated Server and since today everytime I place a conveyer it crashes. The conveyer stays in its holographic form and the server is eating up all RAM untill it crashes. Is this a somewhat known issue and is there maybe even a fix for it?
Maximum number of UObjects (2162688) exceeded when trying to add 1 object(s), make sure you update MaxObjectsInGame/MaxObjectsInEditor/MaxObjectsInProgram in project settings This is the error in the logs. But as this Savegame only has 30h playtime it is not possible to have exceeded the UObjects limit, and it would also not explain why it only crashes when placing Conveyers and not foundations or other things. Also when I run the Savegame in Singleplayer I have no problems placing anything. (I've tried increasing the UObjects limit, and it just crashes without an Error message)
Should I use a website to host? If so which one? If not how else? Many thanks
we just raise the UObject limit on the server and on all players, then it's gone on our side.
oh, you would need to have an account and be signed in. Rest assured, you are not alone.
prob want to fix the issue instead of just throwing more resources at it
if the limit is reached, it is reached. you can only add ressources then. or delete some objects from the save to build new (not really wanted or?)
we use a docker with 10cores of a ryzen7 and 32 GB RAM. on the end of the day, we are actually on around 25 gig usage
they said it's a 30h game, unlikely to be hitting it normally
in 30h? this sounds impossible to reach that limit in so short time, even with 10 players
i overread the time
we have 500h on our save ^^
Man that pipe bug killing the entire server is really diminishing my fun. It happens so frequently, is there a way to avoid it?
hmm, mabye it's a combination from the holobug and low cpu power then? the log say, there are only 4 cores available.
i see on our server that even save with lower than 50hours and 4 players use more than 500% cpu (more than 5 cores) from the docker. mostly when all player are on different locations on the map
? this is about object limit
aye, but how will you reach 2.16 million objects in 30 h?
if you play normal, even if you have a bunch of fast players, i can't imagine this many objects in this time
am i wrong?
The objectlimit isnt reached. Else i could not build any structurs, right? It just happens with conveyers. It seems like the conveyer building is leaking UObjects in the process wich then uses more and more ram until the UObjectslimit is reached and the server crashes.
my dedicated server decided it's gonna keep crashing on startup. Last couple lines of the log are "LogNavigation: Warning: Looking for NavData using invalid FNavAgentProperties."
no changes to the satisfactory server were made and i don't think the servers have been updated recently...
Hey all, I am running my first game server and not too familiar with Linux just yet. Can someone tell me what I am doing wrong with the -multihome=0.0.0.0 work around?
Well.. 1.1.1.1 is a valid IP address, use 0.0.0.0?
That was for demo purposes. I am using my 192 address. Does it need to bind to 0.0.0.0?
0.0.0.0 = any/all adapters, but if your machine has multiple nics use its internal IP - correct (which doesnt matter to share since its a private range)
Been getting this with every address I try:
10.0.0.0-10.255.255.255, 192.168.0.0-192.168.255.255 and 172.16.0.0-172.31.255.255 are defined as private, unroutable address space - impossible to reach anything else over the internet using that range
Is it actually failing a bind above?
Should have these
It failed a bind to the 192 I statically set for it so I wasn't sure if I was entering the syntax correctly or not.
This is what the log says it's failing at and I saw a post from 3 years ago suggesting the multihome was a workaround for this:
Thats what you are currently getting trying to start it?
Well multihome was changed significantly with 1.0 from U8 so I doubt a post from 3y ago would be relevant now in regards to multihome behavior
Fair. It was the only thing I could find when googling the exception though lol
Its brand new server or existing that has failed?
New to me. We repurposed a buddies old gaming pc. All of the diagnostics on the hardware passed and it had the 16GB requirement so it was working great until last night
Just to clarify - meaning it was running up to last night with a functional world and people connecting?
Correct
So likely a save file issue in that case
Ooof. I hope not. Could we have maxed out the ram? I saw some posts around that suggest 16 might not be enough but I don't know for sure myself. We have 3 players in total connecting and doing stuff
Shouldnt prevent it from starting up if it was a resource issue
You can confirm if the server/game files are fine by trying a new/different world
That would isolate it to one or the other, but seems like some sort of conveyor problem in the world - were you using blueprints?
how do i set it up
We were using blueprints. In everything just about
If you have older autosaves can try to roll it back, as well to see if an older one works. Can also try to load it in singleplayer and see what it does, few options to recover it - just all require a little work
Alright so I want to ask what the suggested specs are for running a dedicated server are. My friends and I are just starting to get into Tier 9 and have some big factories planned but we are starting to get big rubber bands and having issues with placing buildings where the buildings aren't placing at first and then eventually all placing at once. We are running 6 cores of what appears to be an AMD EPYC 7282 CPU with 16 gb of RAM but only 12gb dedicated to it. Our network quality is set to ultra and we are only hitting around 8gb of RAM usage and only 28% of my total CPU is being used. Is the best suggestion just to get a faster single core CPU?
I run my server with 8 cores and 29gb ram and it runs great.
I don't believe it is a RAM issue in all honesty. I believe it is more a CPU single core performance issue. Looking at resource usage it doesn't look like anything is being maxed out and I know satis runs mainly on a single core just because of how games work
are you running the server natively? or are you running on proxmox / and a GSM?
Is it in a container or something? How is 12/16 allocated to it?
On bare metal
Ahh no currently it is running in a VPS. This is why I was asking if there was a different solution other than just getting a better CPU because my option there is just upgrade to a dedi server
But that also is like 5x more expensive
I mean.. the CPU isnt great but its also not terrible
The best way to run it, is on a local system bare metal, with linux and a game server manager
Yeah thats why I am a little confused about why its lagging so hard
SatisDS is more multi-threaded than you might think, especially with multiple players and very late game builds
That 12GB could be your limiter honestly.. id look into getting out to at least 20 or something
You see that cost a lot of money and if I don't need to upgrade to bare metal I would rather not do so
Even though its not even using it all?
The usage caps around 8gb
its honestly cheaper to build your own server and run a bunch of games in them, thats what I did.
Cant do that either
You have to remember some people are working with what they have and I have an internet provider that I do not control currently
Also that is a big upfront commitment that I can't really make at the moment
I just use a regular internet provider, cloudflare and a local server. it is doable. (and cheaper in the long run) but if you want to run it on a VPS its going to be more expensive, you will need to up your ram to 25gb at least.
How big is your save file? Rough size?
My guy I am saying I don't have access to port forward or anything on my network so I can't host my own server.
about 5gb
5..MB?
ok, fair enough. where are you hosting your VPS?
Sorry that is the total space of all the stuff
Let me go find the actual save
Looks like around 8mb
Contabo
Just wanting to get an idea of how many entities are present on the map cause I'd consider my save somewhat late game and its 15M and server is using over 16GB atm with only me in it
Are you on linux or windows?
thats what I use (sorta) but yeah you can see the cpu usage on the panel of satisfactory
go an add 200 % on the CPU Limit
You think it should be pinned?
(I have more ram and storage), but the CPU limit, set it to 300 to see... start there
But currently it is running with unlimited shouldnt it just be using what it needs currently?
nononono turn off unlimited, it will use a lot more than it need and taxes the cpu
That sounds... counterintuitive.
i mean you don't lose anything testing it, I have a shitload of ram and when using unlimited cpu's its no bueno....
but you do you.
I mean I will give it a go not saying I won't just saying it sounds counterintuitive
I'm just recommending something different because the present configuration you have is not working.
Thats fair I was asking for suggestions so I will try them 😂