#dedicated-servers
1 messages · Page 126 of 1
"v1.0_GF_DEREK_VELARIOUS_2024-09-15"
yeah, it's quite frustrating.. about to try to load in
Crash
I give up
Only other thing I can think of would be to change it to something more basic
Maybe something about the length/characters is causing a bork
but if the file works on a local save
and i don't think there have been any recent upgrades to the server
I'm going to play around with a new save file and do some testing just for this issue to see what the trigger is (at a later date).. for now.. evening fun spoiled 😦
thanks for your ideas though
my pleasure. sorry iwasn't more help
This is the end of the most recent log. The only issue I see is "UnknownFunction" being called by the game
Actually, here's the beginning of the error that occurs when I join the game:
I fixed it.. I removed all saves except the last one I copied manually (not the website version).. then I deleted the server install folder and reinstalled the server from scratch.. then when I joined it, it worked
nice
I think it caches something when it's "creating a new game" when you manually load a file, and it's probably not clearing everything
That would not surprise me
I finally got a fix for the annoying desync bug where cutting down trees doesn't actually cut down trees and that took a month
now if they just fix 32:9 monitors so we can see the object scanner bar, lol
Don't be greedy...
🙂
"it boots" is often enough for me
of course, i'm not really a good person to guage by since I actually stuck through Cyberpunk day 1 on ps5
true
I would use the predictable crash at 59 minutes as an opportunity to go to the bathroom/stretch my legs/ get a drink
ps4? whichever system i had when it launched
ok. i gotta go back to work.
have fun e'ryone
Is a server service like Nitrado required for the dedicated server?
No, the server software is free. If you have the hardware, you can host it yourself
It's normal for ipv6 for a device to have more than one IP. The IP my server is responding with is the SLAAC privacy address which is randomised to enhance security for clients. It's also got a link local IP and a dhcp issued IP.
Trouble is, server traffic probably shouldn't be responding with the randomised IP. Will test with a static and see if the server prioritises that over the SLAAC
The server binds to all available IPv4 and IPv6 address interfaces
Yep, great for listening, but if it's replying with a different address than contacted does the client know?
it should send responses via the interface the incoming traffic was received upon
I'm willing to bet if it weren't the client game would simply discard the server response and ignore it
depends I suppose on whether the traffic is the sort of traffic the server knows how to respond to
I am having a hard time making a server. Anyone have a link to a good video explaining in detail on how to set on up( free) or what do you all use (3rd party) for your server? It would be just for me and a few friends
have you read the wiki
That's what I thought, scroll up a bit and I have a Wireshark trace that shows responses from a different ip
To be fair it's the same interface, just not the same IP
Everytime i use blueprints, the server crashes, any idea?
are they blueprints you created in that game? or copied into your server?
When multyplayer get update for make it more stable?
I've now tried it with a static IPv6 and found the same behaviour. I understand DHCP sometimes is the issue, but with IPv6 not relying on it for gateways at the like, I prefer not to have to manually configure network settings on the servers themselves
TIL, ty
aww :c
then I'm out of ideas :c
Thanks for the prompting... let us to the IP issue. Next will be to confirm if this is a software issue or something else with my config. Question added to the QA site https://questions.satisfactorygame.com/post/67238cb9ddb9d97e0720ab66
please ping me when you figure it out, I'm curious now 🥺
Anyone else had issues with dedicated servers crashing when using train signals for some reason? Hosting via bisect and just had theee back to back crashes that I now realise were when I was placing signals on a rail line
Guys, I need help. I tried to create a dedicated server on my laptop and access the game through my PC; it worked. But then, I had a problem inviting my friend to join the server. I asked him to 'Add Server' by giving the IP address the same I use, not working. Then he do 'Join Game', still not working. Currently, we are just do multiplayer session and play whenever I open the game. Any idea like multiplayer I can share session ID to my friend.
Have you forwarded the port on your router to the laptop?
ouhh i never do that, i might look on it later on.. thanks
If your friend is playing over the internet to connect to your server then it will need to be done, if he's playing local it doesn't need to be done.
I think I need help on this.
should I use this guide?
No. Only port UDP and TCP 7777
So I use the 'Satisfactory Game Port' as stated on the image. Instead, I set 7777 UDP and 7777 TCP
I would add the following to the page you have -
Comment - Satisfactory
Local Ip - The laptop thats running the server. (To get the ip of the laptop open CMD and type IPCONFIG, this will give you the ip for the laptop - This is guessing that your laptop is running Windows)
Protocol - UDP
Remote Port From - 7777
Remote Port To - 7777
Click save and you should be good to go.
If it doesn't work the Laptop's server port 7777 isnt open, do you might need to configure Windows Firewall port configs.
Thus you can see that the machine im using right now its ip address is - 192.168.1.115
Hey guys, I'm running satisfactory-server on my server, and I'm trying to reverse proxy it via nginx and Cloudflare, but its not working. anyone try to do that? can it be done?
nginx only supports http/https which run on port 80 and 443 respectively. Nginx wont like receiving requests from other ports, so youd want to avoid nginx entirely
id recommend just exposing the port the server is using instead of using a reverse proxy
❌ wrong
ok ok
havent used nginx in a while, i lied. It supports tcp over any port, but it still may be worth it to debug without nginx to see what the issue may be.
so for now it works, but without the reverse proxy, do you know how to do tcp with nginx?
i assume the SF server is over tcp by default so it should just work if you configure nginx properly
yeah its like saying the server should work if you install it correctly XD
I understand that we need to do it via a stream in nginx, the question is how to do it
i got nginx working, the question i was asking is how to use streams to proxy TCP/UDP ports with cloudflare and not https
Use nginx stream config, cause its not http(s) traffic, and use reuseport for udp block, otherwise you wont get replies for UDP traffic
Well if you insist on using reversed proxy and not Cloudflare tunnelling, there really isn't much I can offer.
Well actual I haven't got anything to offer except startting with "why not port-forwarding".
created in the game. I found more about the issue.
There is a smelter in the blueprint with a belk mk3 connected to it that does not work. While dismantling it, the server crashes at this point
So i was thinking to do that so other people can join the server, without giving the my public ip
Well this channel isn't for that.
well after the reply on reddit that said dont post about it here and go to the dedicated server on discord channel i came here
anyway, i guess i wont ask more questiions because you got mad? idk, if anyone want to help me with how to make the tannel for that dm me thanks
@sharp narwhal see #dedicated-servers message
No you shall not ask off topic questions regardless of what you may think my state of mind is.
Are there known issues with dedicated server? Ran with a friend last night with no issues but now they can no longer connect
Not sure if anything in the error message shows whats wrong?
Nope, just a generic timeout
I got to the bottom of it, windows firewall inbound and outbound rules I set for the game had deleted themselves. How odd!
if you get this working, would you mind sharing your server config?
mine isn't behind a proxy right now, but I may want to put it behind one in the near future.
Dedicated Server running on its own dedicated pc. I'm connecting to it locally from my gaming rig. I've set my Networking to [ Ultra ] still no effect. The Dsync/jitter/ lag whatever you want to call it is so bad it's unplayable. Just restarting the Sati Server does not effect it. Some times I can login and it's smooth as butter and can play for hours like that... Other times i'll login and it's awful 😦 Any suggestions?
I'm experiencing lag 😦 Reset [ Network ] On server & client to {Medium], [Ultra] wasn't doing a lick of difference 😦
The whole screen flicker thing i was experiencing completely went away when i change the Video Settings to [ Medium ] not sure what one setting or combination there of caused it to stop, but man. visually so much better.
I just need to eliminate the lag! On my network and my hardware there should be zero lag.
my satisfactory server has been running completely fine the past month or so, but when i went to boot it up today, it says "server appears to be offline" any idea why this is happening?
Verify that your Server IP address has not changed.
Verify that the Sati Server is still indeed running.
Is the Server running on a Windows system or Linux?
If windows, your system has to have updated and restarted at least once a week for updates.
you are not getting a Server Client mismatch error?
no, it just says it's offline
This is under the Server Manager?
yeah
can you ping the server from your system?
Personally i'd restart the Sati Server at this point. ( I've never had mine say [ Offline ] before )
Have you checked Task Manager to make sure there arn't old servers running in the background?
that's a good point, ill check that
nope, didn't find any other servers in the background
sigh I'm sort of out of ideas atm... I don't think verifying the server files by force updating would fix it... kinda a long-shot.
yeah, i tried that too but it won't work
Is there a place I can find a server side update/patch notes? I have gotten three alone today. I was wondering what the info about them are
so i used windows powershell on my system, and for some reason it doesn't seem to be able to ping my TCP port
Guys i have been unable to find this information on the wiki, and so i ask here: Where is the Blueprint location for a dedicated server? I've checked the entirety of SatisfactoryGame folder finding nothing
Specifically: I have only SatisfactoryDedicatedServer and Steam as folders in home. I have no Epic anywhere.
- os: Ubuntu Linux.
- Installed with SteamCMD and following the guide on the wiki.
- I have already made a couple of Blueprints on the server, and saved them.
Ah, that explains it - thank you!
If i understand correctly, i need to stop the server, then upload the blueprints, and then start the server again - correct?
Hey, quick question:
Is it possible to have the onboarding process on a dedicated server?
Start single player, save at earliest possible time, upload save to server
it is in the wiki...
ah yes, why didn't i think of that
thanks a lot
This is what the Wiki says: "~/.config/Epic/FactoryGame/Saved/SaveGames/blueprints" - i had no idea .config is a hidden file. I have found no mention of that in the wiki neither.
assumes reader would know linux basics, yeah it's not the most beginner friendly...
actually it still skips the onboarding phase, any idea?
do onboarding in regular multiplayer, then upload
A single one of my friends is having an issue connecting to our dedicated server, everyone else hasn't really had issues
removed the sensitive data but heres the server logs
[2024.11.02-00.47.51:462][572]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 29.99, Real: 30.01, Good: 30.01, DriverTime: 42464.47, Threshold: 30.00, [UNetConnection] RemoteAddr: [IP:PORT], Name: IpConnection_[ID], Driver: GameNetDriver FGDSIpNetDriver_[ID], IsServer: YES, PC: BP_PlayerController_C_[ID], Owner: BP_PlayerController_C_[ID], UniqueId: [REMOVED], Driver = GameNetDriver FGDSIpNetDriver_[ID]
[2024.11.02-00.47.51:462][572]LogGame: Error: Network Error Recived: Type: ConnectionTimeout, MSG: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 29.99, Real: 30.01, Good: 30.01, DriverTime: 42464.47, Threshold: 30.00, [UNetConnection] RemoteAddr: [IP:PORT], Name: IpConnection_[ID], Driver: GameNetDriver FGDSIpNetDriver_[ID], IsServer: YES, PC: BP_PlayerController_C_[ID], Owner: BP_PlayerController_C_[ID], UniqueId: [REMOVED]
[2024.11.02-00.47.51:462][572]LogNet: NetworkFailure: ConnectionTimeout, Error: 'UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 29.99, Real: 30.01, Good: 30.01, DriverTime: 42464.47, Threshold: 30.00, [UNetConnection] RemoteAddr: [IP:PORT], Name: IpConnection_[ID], Driver: GameNetDriver FGDSIpNetDriver_[ID], IsServer: YES, PC: BP_PlayerController_C_[ID], Owner: BP_PlayerController_C_[ID], UniqueId: [REMOVED]'```
I have done setting up my router and the firewall on my laptop. My friend can add the server currently, but he's getting a message, 'This server appears to be offline.'.
are you hosting the server on a computer that is NOT the one you are playing from?
Yes.. I’m hosting dedicated server on my laptop and playing on my pc..
oof, honestly the dedicated server for this game is really bad
Yea, firstly we are playing multiplayer mode and he kind love the game, but me and his free time not really the same. Thus, i try to do the dedicated server. I thought it gonna be easy to give him invitations to join the server like multiplayer mode 🤣🤣
yeah, I ran a dedicated server and got through the game, but it wasnt easy
server forced a restart at midnight every night, and for us it was less a restart and more a total crash
it is possible to do, but its a real headache, just be ready for that
Wuttt, it’s not what I expected. Like or not, im gonna try again. Kinda disappointed if the server cannot run.
Hey guys having a issue here with my dedi server, i can join it just fine but my buddy gets an error saying;
this server appears to be offline
Its dedi hosted with cybrance
wierd question:
Im having the issue where you crash and your body is separated from your 'old body' and you no longer have inventory. I understand youre just supposed to kill your 'old body' and problem solved.
When i crashed I was using my jetpack. Now, every time i log in, my body is already 50m up in the air and continuously flies away...with all our schloops!
Suggestions?
connection timeout; not enough info from the logs to determine anything more than that; but the issue is likely on client side if only one person is having issues
only flying away when you login? if your pioneer is doing the sitting thing while offline just have someone shoot them with the rifle?
Anyone?
I can try to help but that is not enough info to go on.
What information would you like? I can even dm you the server IP and Port to try it for yourself and see maybe if it just him or the server
Its acting like the server ip and port he types in is incorrect but its copy and pasted
Are you able to access the server logs?
find the connection attempt and screen shot the entry
Yes and theres no information for him trying to log in
Like no attempts
Only attempts from my connection which is strange since its a dedi through cybrance which is not related to my connection at all
ask them to hand type the IP and double check the port number
They have tried and showed the IP they typed in on screen share and ive verified that and the port multiple times been trying for about an hour
Might be restrictive NAT on their end; can they port forward?
They have the same ISP as me and their NAT type and firewall seems good
If youd like to see if its soley his issue or server issue, i can provide the server ip and port?
No offense but Im not comfortable with that; have they tried pinging the server in CMD?
Let me have them try that
I get that btw im just trying to figure out whether its his issue or server issue and other than that i cant think of another way to figure out the issue.
I had him ping it in his cmd and it returned the 4 replies
What port is the server configured to use?
How would i be able to connect to it though and he not be able to?
Sinces its a dedi and not using my connection
Sorry im confused lol
I'd have them check their firewall rules and check that the Satisfactory entry has that port listed
because the default is 7777, so if Cybrancee sets a non-default one it may not match
Is that a inbound rule?
Inbound and Outbound
Theres not outbound rules and on inbound it shows any for everything across the board
yeahhh thats not correct
Its actually the same as mine as well
I'd try creating a rule set for the program specifically that allows inbound/outbound 15400
Does the protocol matter?
Trying that now
Still nothin
Added that port
I think its on his end at this point cause all of his settings match mine but he has issues joining and i do not but im not sure why
No, we live in different states just same providers
Last thing to do is port forward at their router
I just don't feel like all that should be needed i mean they can play on minecraft servers and stuff im just not entirely sure what would prevent them from joining this server
And they can play on steam peer servers
just not a dedicated for some reason
so most routers reject incoming connections that don't use standard low-range protocols (80, 443, etc). Port forwarding allows a specific port to be translated internally at the gateway.
The only other option is to try uPnP
@bright linden
Where is this on the panel?
I dunno; I found it on the pterdactl setup page; I self-host my dedi so I don't know much about cybrancee's config
I keep getting API errors, and or random discconects, or when I leave the server, and try to go back in it's offline. So weird
do you have access to server logs?
where do i go to for joining servers
@woven berry #1201555265942724758
I’m looking forward to joining some of these game
Cause still mystery. But work around got better, disable the temporary addresses. Looses a little bit of the privacy intended from use of these addresses, but next default outbound IP is the static one it would seem
on windows:
netsh interface ipv6 set global randomizeidentifiers=disabled
netsh interface ipv6 set privacy state=disabled
it probably doesn't really matter all that much and you could just use NAT to hide behind the public IP, all my servers just run on the same IPv4
yeah being a PC i'm not actively browsing from I'm not worried about the pirvacy aspect. but from a technical standpoint, still a work around not a fix
it works™️
also NAT doesn't exist for IPv6
Saying NAT doesnt exist for IPv6 is a bit reductionist
There is no RFC to define a NAT standard for IPv6... does that sound better
That is a true statement; but it doesnt apply to the game which doesn't use IPv6 at all. Most interaction on the internt do not use it at all
My server running IPv6 begs to differ
My ISP double NATs my IPv4. hosting through it without paying for a dedicated public IP just isn't possible.
That and I think IPv6 is the better standard that should get more addoption, so I wanted to work with it more
CGN?
yeah
Recursive DNS is probably a more secure answer. IPv6 doesnt really do much in this use case
I have IPv6 completely disabled
IPv6 ftw
to do what?
IPv6 only exists because IP4 is running out of address space... which doesnt matter with NAT.
unless you like typing much longer IP addresses for fun
And to improve v4s inefficiencies
Name one inefficieny
NAT. It was supposed to be a stop-gap
NAT is internal; there isn't a router out there today using IPv6 to perform NAT.
Anyway, that's something to discuss in #off-topic-tech
End users aren't going to notice the difference, their webpages still load.
But some benefits are:
More efficient routing
More efficient packet processing
Directed data flows
Simplified network config
Support for new services (such as end to end encryption at the IP layer)
Security (Confidentiality, authentication and data integrity improvements)
lol did you google and then copy+paste? I agree its an off-topic so we don't need to continue the discussion, but that is not accurate at all.
Powershell way would be:
Set-NetIPv6Protocol -RandomizeIdentifiers Disabled
Set-NetIPv6Protocol -UseTemporaryAddresses Disabled
But I think the second command should be enough, you can keep the slaac privacy extensions
why
why what?
oh; I mean why set those configurations? I just wasn't following the thread
I found the parameters in PS online; I just meant to ask why you suggested those parameters specifically
I don't know if that comes of as sarcastic or rude but that isnt my intention; I was just hoping to learn a thing
Im regarded.
just the powershell version of the cmd/netsh commands ameoba postet before
Thank you! I just found their original post
first disables temporary IPv6 adresses used by windows. which apparently cause problems for ameoba
second disables randomized IPv6-host-IDs and makes them based on the interface MAC, following the original EUI-64 method without privacy extensions
i think this can be skipped because even with privacy extensions you should get a network-stable host-ID part
oh wow that freaking cool
Hi all, I have a dedicated server running (in linux, using linux-gsm) and I wanted to disable enemies - my google-fu is messy today and I can't find any information about disabling enemies on a dedicated server? What variable would that be in the configuration file?
I have do the port forwarding for my router. Inbound and outbound on firewall. Using the UDP TCP 7777. Still getting server offline. Im running steam dedicated server on my laptop connected through wifi. Windows os. Then I play the game on PC with different internet connection.
That isn't a settings for dedicated servers. But it's a setting in your client under Gameplay.
look under advanced game settings
Thank you very much - I did find that, however, I was under the impression that is only for single player games (locally) - so you are saying this is also for multiplayer dedicated servers?
In the "server manager" or where do you find those advanced game settings?
You need to enable it for the savefile. Either directly at the start or "load with advanced game settings" in the load menu
This will disable achievements!
It works on servers too
No I'm simply showing you where that option is. I've never used that option so what it really does you'll have to find out for yourselv. Good luck...
Has anybody noticed problems putting color on pipes? I am running a dedicated multiplayer server and it appears to be crashing the server after I use the customizer to put color on pipes
Nope and I color mine all the time, including pipe floor holes, pumps and extractors
Me?
I don't udnerstand why this is happening.
Hey guys, I've got a problem. I have a SDS (satisfactory dedicated server) setup and me and my friend have been playing on it. But for some reason the last time I disconected and connected, it decided that I was a new player. My original character is still in the world and is call nothing. Is player data saved somewhere so I can swap the files or is there anything I can do. Please and thx.
Kill yourself in despair. ||That means, kill your previous persona, loot everything and be happy again||
Offline after disconnecting is a known issue on Windows DS, no known fix other than switching to Linux to host the DS service. Random disconnects shouldnt be related to that however
reason they haven't fixed it since 1.0 came out?
Still waiting for the patch, how should I know what their development cycle is like
The fix is supposedly in the next patch which was also supposed to be released last week per Snutt's vidya.. but nada
Here's My current server log ( if that helps ) Trying to figure out how to reduce lag. I have a video of the lag too if anyone needs to see it to understand better
I also had set my video settings to [ Med ] to get rid of the whole screen flicker thing... It helped for a while then it came back 😦
I'm wondering if i should copy my save file from the server and copy it to a local / single player instance and see if i get the same issues...
Reduce lag in what regard?
If you have a very large world, running on DS will reduce what the client has to do signifcantly
the stutter / lag it's almost like dropped frames.. it's ok for the first 5-10 mins of play then it becomes unplayable
I'm trying to grab a small enough video file size to show...
Whats the tickrate and ping* of the server when you are joined?
can i get that from server logs or Sati console?
Hit ESC and goto Server Manager while joined
Have you tried downloading the save file and run it locally on your machine to see if you experience the same issue? Could be just a video setting issue
Server is on your network?
Yes
Hmm.. certainly abnormal that it kicked you for checking - how is the connectivity between the two machines? Wired?
If its holding solid 30, you should be good from a server perspective, but seems like might be networking issue of some kind
Wired, and it's now saying the server appers to be offline... i've not seen that before either. [ Restarting Sati Server ]
Pretty common issue that the server goes 'offline' after you leave (or are kicked) - known bug that is supposedly fixed just waiting on patch
I thought the Server was supposed to switch to Auto-pause when no one is on?
Well you can tell it what to do when nobody is present, but offline is not the same as pause
What is the network quality set to on both client server?
Both at [Medium]
Yes wired Cat5 to the same switch
Interesting.. well it could be a problem with the save.. though based on your milestone/SE progress I doubt you are at megabase scales
nah, pretty small, just making essentials
It wil probably go away on single player, another person I had talked to a bit after 1.0 came out had the same issue with extreme stuttering and frame drops in a certain part of the map but it was fine without DS
Humm. I'm really hoping CS can address these issues. I play with friends often.
https://questions.satisfactorygame.com/post/66f2ec44772a987f4a8cf4bf Not really much traction on that.. weird issue he had too
I have a really large save and only get those stuttering issues when going to an area the first time after joining the DS, but it goes away after maybe 20-30s of being in the area while everything 'loads' in, then its back to normal responsiveness
Send me your save, i'll try it on mine to make sure its nothing on your end
I wonder if render distance is effecting it?
Unless your hardware is straining, dont think so
Objects dont get sent by the server to the client unless you are within a certain proximity which is less than the maximum render distance
Yeah, i dropped the video settings way lower than i know the system can handle. no effect..
I'm attempting to try that now 😉
It will very likely run just fine.. however that doesnt really prove anything other than DS has an issue somewhere - dont think I saw this with U8 but CSS also made a ton of under-the-hood changes to 1.0 DS
True. Yet this was a brand new save as of 1.0 - I was hoping for smooth performance. And for 80+ hours it was great. just recently it has declined...
Should a local save be set for IP incase i want to have friends join or leave it as Single Player? is this changeable per game load?
Pretty sure you can change those whenever, but honestly dont know since ive never played with it more than initially
Okay, thanks... same stutter is there... In Single Player ) I know Nvidia driver just updated... some setting(s) must have changed... Because I know that nothing else has. Oh well... 😦
U6 i think is that last i played before 1.0 and everything in this save is 1.0
That doesnt really matter, it makes some shader cache thing you have to clear
Really?! humm, i don't mind trying that. Reference to [ How to ]?
Check this #1302309115200147516 message
If still having an issue, post a questions and Baldur usually will show up for those type of issues and help out, much more knowledgeable than folks here on client-side crashes or performance issues
Thank you Gunter 🙂
Ok Way better! I'll keep an eye on it and see if that's all it needed 🙂 Just remember. clearing your Config also turns off [Spider/Cat] mode, remember to turn it back on if your like me 🙂
Ugh, within 5mins it's back to be awful... 😦 I'm really hoping it's some weird setting client said that i just havent found yet
In single player as well?
I'll have to try that next. If it is constant across both, it has to be Client side
How demanding is a satisfactory server? I was thinking it would be cool to make 1 big server with multiple instances of the map, with a "lobby map" where people meet, but they can't build, and then people can generate a map to play in the server, alone or with friends, and visit other peoples maps, all within the same server, with a global chat too
anyone know if changing the port number the server operates on still causes issues?
nvm, I just tested it and it seems fine
one server instance one map
@topaz scarab I don't know why it added your ping to my message
it didn't even render as it
likely a weird ui bug like discord is plagued with
oh no it didn't ping, i just saw it at the right time
i literally just tabbed over to discord to check messages
oh ok
Where can I grab the Linux version of the Dedicated Satisfactory Server
The w2indows version is pissing me off
Not very demanding at all. In fact, it accedes to your demands more than contrariwise.
There are directions for using the Linux SteamCMD program to fetch it on the Wiki. (No Steam account required)
ah okay, so same thing as windows, ill look thanks
Help im 17 years old my son
duhh i solved everything. no need port forwarding and firewall setting 🙄 . just installing some app, but playing with trusted friends only.
just wait some years and your issue will solve itself 👍
Is it a known issue that cut down trees are not disappearing until you re-login into the game on a dedicated server?
When setting the Satisfactory server up as a service in linux, do you need to take out the multihome, or it can be left in now?
wdym by taking it out ?
out of what ?
I am using a Beelink Mini S pc with a 12gen Intel N100 cpu. I have satisfactory dedicated server installed with SteamCMD and the server has been running really well. But now that I have been playing for a while and have alot of factories running the server is starting to lag a bit. Specifically with belts speeding up and slowing down. My question is , is the CPU enough to run the server?
Honestly, im surprised you could play at all
I didnt start having lag issues till Tier 7,8
I am lagging now at tier 5/6 phase 3, not sure if computer can handle phase 5
I moved the save file to my Main Pc its works fine now. I was just really wanting to run a server.
Your server is nearly good enough. But then again nearly isn't good.
cpubenchmark.net/cpu.php?cpu=Intel+N100
ya I figured as much
Is the thing with spaces in session name crashing the server still a thing?
My friend created a blueprint that cant be removed from the designer anymore. not even removing singular pieces by hand. it crashes.
Well at least the linux server is more stable
is it normal after installing my own server certificate to not be able to connect via LAN anymore? Was expecting to still see an invalid cert warning until I updated my hosts file or some other workaround. I vpn to a vps with a static IP for my friends to connect through but I connect locally to not add round trip delay to proxy to my connection
I haven't messed with home-rolled certificates yet, but I imagine you might have to remove the entry from your client's Server Manager and re-add it to get it to pull the new cert. If you're using the existing entry which has the original self-signed cert, it won't connect to the server because the cert has changed – which is the entire point
I have just about always has speces in my session names it's never been a problem
I'm so tired of the server going offline after every crash or logout. When will they release a fix for this issue?!?!
Yeah I tried to re-add it to the SM to no avail. I just updated my hosts file on my gaming pc to solve it. Perhaps it only shows the warning if the client sees it's self signed. Either way was more of a curiosity than anything
Does someone know about saves NOT being able to load? pressing on load game causes server to crash (Indiffrent Broccoli)
hello, i'm throwing some old components together to make a satisfactory server. i've got 16gb ddr4 ram. trying to decide between using an i7 6700k or an i5 7600k. does anyone think these components aren't worth the effort?
I am upgrading the hardware in ny homelab and switching operating systems.
How do I save my satisfactory server so that it doesn’t all go away when I change to Linux?
in the in game server manager you can download saves to your pc from the dedicated server. And then upload to the new server from your pc through the same menu
I'm having the infamous foliage issue....has there been any update on a fix for this? I tried the commands. They got rid of some of the foliage in my area, but not all of it that I've destroyed and didn't allow for foliage that still existed to be removed via explosives or chainsaw. I'm still throwing nobelisks through trees though. so....I'm guessing no update based on a search I did in this channel, but is it even a priority bug or being worked on?
Go with the 7600k. Higher Single Thread Rating... 2548 vs 2504..
Dayli server restart do not working is this bug listet in by the devs?
Have the same issue, ryzen 5 2700 16gb m.2 disk and 1gbit up down internet
Then i rented from 2 game server companies, same problem.
An N100 is a 6w CPU.. reallllly weak performance, same with an R5-2700.. you guys have to remember that the DS instance is still running the full game simulation just without the drawcalls - so no graphics impact. Its still quite CPU intensive especially when you start getting into later phases/milestones
my server crashes on startup
is there anyway to remove a server that I own because I used the wrong ip so my friends are not able to connect
to change the ip essentially
how do i find my server address (opened satisfactory and the Satisfactory dedicated server app thru steam)
Ask google what is my IP
Hello, i have an issue when i add my friend's server in the server manager it keeps saying the server is offline and that it's not authenticated (but he's on the server and playing). Any tips to get the problem fixed?
any clue when you add a server if it keeps the dns name or just the IP address it looks up from that name the first time? (seems like it's the latter)
N100 is a surprisingly powerful CPU - it ran our valheim server with 5-6 players flawlessly from start to finish where it would have costed a lot at hosting companies (some of theim have valheim more expensive than satisfactory). the fact it was able to handle satisfactory up to tiers 7-8 on such a low power budget is crazy. btw it is rated at 1550 on single thread out of the 2000 suggested by the wiki
Mark server then click remove server.
Don't have knowledge to back this up. but yeah, seems like it's remembering the IP not the name
Hello guys, i got a question, it's possible to run a dedicated serveur on a VM ( internet box ) to be ON 24/24 without any computer on ?
And if yes, how can i setup it ? ( Sorry about my english, i'm french. ) 😄
Well a server needs to run on some kind of computer. It can't run on hopes and prayers. So some computer somewhere in the world has to be on to run your server
Oh, well ok. Make sense, thank's for ur answer dude.
You can lease a VPS and run Dedicated server on.
I'm currently using Contabo small VPS. Installed Ubuntu and Docker.
Using @sturdy gust (Docker maintainer) Docker Compose in Portainer.
Current tickrate is set to 60 and ping is 40-60ms...
No mention of the windows DS offline bug in the patch notes, oh boy..
so i cant launch my game without updating
after updating i cant access the saves tab in server manager to make a save before closing the server because it says version mismatch
and i need to close the server to update it...
where do i report this so the devs have knowledge about this because the save tab should just be accessible for this exact situation
Server has backups after set interval.
which dont run on server pause
and the people still on the server cant make manual saves
the interval is also set to a high duration due to lag spikes
Well you should have downloaded a save before you updated your client then.
i cant launch the game without updating
first thing i said
im just asking how i report this to the developers i dont want a argument about simple things
also steam just auto updates
isnt there a auto save when everyone leaves by default ?
im unsure but not everyone left
and i have no way of telling when it does save if i cant access the manage saves tab
Everytime a player disconnects the servers saves.
alr good to know
still cant make them leave tho
and i cant tell from the ip who they are
I've finally gotten around to writing up a complete (as far as I can recall) list with detailed descriptions of the various glitches I've seen with dedicated server play. Does anyone have suggestions about the best way to get this to the devs? https://docs.google.com/document/d/1_RDfgkydX2W8smv0eOvQTYZKVxR4cdHXyixAluTLmnM/edit?usp=sharing
you don't manage the community accessing your server ?
you'll have to figure out a way to communicate updates
Use this.
#patch-notes message
Never click on unknown Google-docs....
6 gb is way not enough RAM
Single player, so we'll see what happends in the end-game.
how much is recommended
you'll likely wish you had more later, will be fine for a while perhaps. it manifests as rubber-banding
What do you mean when you suggest using #patch-notes channel? Regular people cannot post to it. I have no problem putting the notes in something other than google docs, it's just a very convenient mechanism for sharing.
its a direct message he linked you should click on it
the developers suggest 8 as a minimum, and the # will go up if you have more players. i'm puzzled why you'd want a dedicated server for one player?
Read the content and use the url in that post to get in touch with devs.
Shared documents reveals my identity, when clicked upon.
you can keep it running while not having your game open
Don't want to have my desktop computer running while I'm sleeping and my desktop computer is in my bedroom.
big saves run toward 20GB RAM use
This is what th log says.
I wonder why it detects 4. It may subtract 2 for the OS
or they use custom container and 4GB is default ?
or scammed by the host
free -h
Because of this.
For a person who comes with advices, your lack of knowledge is disturbing.
why would i know anything about this file
Because it's a docker compose file and a known way of running dedicated server.
what a retarded reason to attack someone. good luck
OK, posted to the QA site: https://questions.satisfactorygame.com/post/6728fdddddb9d97e0720c52a
especially since argument could hold
test if limits 8g end up reporting 6
hopefully devs don't just bonk it as it's a compilation of issues, not a single issue.
you could still copy each of them in their own report
I've runed thru the game twice now. Both servers was running in Proxmox on only 8G mem.
We'll see what happens..
note reporting max is not necessarily actual max
I could. and if I get feedback asking me to do so, I'd be willing to. But it's kind of the whole bunch of issues, and they might even all be related- they could almost all be explained by missed messages between client and server- whether the messages don't get delivered, or the server recieved them but dropped them and didnt process them, or ?? there could be a bunch of variants of how messages get missed.
Windows DS going offline after disconnect is still an issue with 377620.. despite the QA site saying 'fixed internally' and expectation that it would be in 1.0.0.5.. oof https://questions.satisfactorygame.com/post/66e08561772a987f4a8a9d67
The "blueprints corrupting save files on dedicated servers" bug has seemingly been fixed (according to the latest patch notes), is this the consensus?
Following today's dedicated server update, when I go to place a MK 2 pipeline pump on a pipe the dedicated server log is going crazy spamming these errors.
[2024.11.04-18.02.25:890][646]LogScript: Warning: Script Msg: Modulo by zero detected: 67.093402 % 0 Script call stack: Function /Game/FactoryGame/Buildable/Factory/-Shared/Holo_PipelinePump.Holo_PipelinePump_C:ReceiveTick Function /Game/FactoryGame/Buildable/Factory/-Shared/Holo_PipelinePump.Holo_PipelinePump_C:ExecuteUbergraph_Holo_PipelinePump
Is anyone else seeing this or is it just me ?
Way too early to tell, go test yourself and report feedback on it..
Not seeing that at all, using any mods? The infinite nudge broke some stuff with power lines - wouldnt surprise me if it broke something with pipes or belts in lightweight mode
Nope, pure vanilla. Guess it's just a me problem.
Popped up a bit when placing and removing pipes/supports/junctions but nothing like the messages you are seeing
I wouldnt say its spamming either, built like 10 pipes, 2 junctions, a few supports with varied height and angle and it maybe put like 5 messages total on the console
When the pump hologram comes up then the errors start getting spammed at a crazy rate just moving the hologram around or placing it over anything.
Ah its pump, sorry missed that bit
oh holy hell, yes its spamming like crazy haha
It repeats that last line much more than anything else
Blueprints are known to be buggy. Even if some symbols are allowed in the names and description, should we just try to avoid them completely?`Like TestBlueprint and not Test_Blueprint?
Yeah, that last line seems to be when the hologram is not over a pipe but when it's over a pipe you get the one at the top.
I get a lot LogTemp: Warning: NM_DedicatedServer: E when hovering with (any) pump over a filled pipe.
Over an empty pipe or no pipe at all i get the "dont ever dare to devide by zero again" warning.
Hi! Does anyone know how I can get the auth token to connect to the HTTP API provided with the dedicated server?
Dashes and underscores are usually fine in terms of 'special' characters, its usually shifted number special characters that some OSes or apps dont like to escape the characters properly. I use spaces and numbers in my BPs and have had no issues with any BP thus far with 1.0. Just avoid using !@#$%^&*(){}[]:;'"/<> - these are what I would call special on a traditional En-US keyboard.
What most people run into with BPs causing problems with saves is belts or pipes not connecting properly or 'invalidly' causing it to crash
and the german ones?
Öö Üü Ää ß
Dont really know - honestly I am unfamiliar with other language special characters, was just providing an example for english
What most people run into with BPs causing problems with saves is belts or pipes not connecting properly or 'invalidly' causing it to crash
Yeah I feel that. Entire server from IB started tweaking. Had to delete the BP and the designer by editing in the Calculator, wipe the server and load from that save.
https://satisfactory.wiki.gg/wiki/Dedicated_servers/HTTPS_API
Check the Authentication section, 3rd paragraph from the bottom
anyone else having an increase in seg fault server crashes since update?
This can usually be avoided by building slowly within the BP designer
If you have run into belts/pipes that arent actually 'connected' yet they visually are (not using BPs) this is the same bug that causes the BPs to freak out
Typically get it much more often with pipes vs belts but ive certainly had my fair share of both over the years on DS
Nice thanks! 😄
Neat to know, thanks
why is the steamcmd progress percent so wacky
it's been downloading at my pathetic 4MB/sec this whole time but the percentages jumped by like 7% per status update line and now it's like half a percent
:huh:
Why didn't you fix the server going offline after logging out?!?!?!?!
Good question, even though its marked as internally solved.. didnt get put into this patch or they didnt actually fix it, no idea
QA site is great and all.. but providing feedback is really difficult when there are 5 other posts about the same thing, just worded differently or with different understandings of the problem. They either need to curate the QA site or better capture/assign how bug reports are made IMO
can anyone recommend a service for hosting?
IndiffierentBrocolli seems to be the go-to for Euro folks, couple of options for US if you search around
anyone else have problems with a server crashing when a user trys to join after todays update?
Anyone else had a bunch of stuff respawn on their servers since the patch? Like destructible rocks, mercer spheres, slugs, poison gas things, etc?
It's something that's been reported on the QA site
I got a Shockbyte server. It is hosting from Linux, will I be able to play on it through windows? Also, am I able to load a save file to the game
Yes, the server can be any OS and the client can be any OS - doesnt matter
Does more people have issues with dedicated servers since todays update?
Placing decals is super buggy atm as well. I try to place a center line and it either is 90 degrees off or sometimes a different decal entirely. And just now it was placing decals wherever my cursor looked at despite not clicking, and then I couldn't remove the decals bc it said invalid
server going offline after join/quit locally is still here... I'm so disapointed by the devs just now... seeing them saying that it's the last patch for weeks and then working on new content without fixing servs and all the other annoying stuffs... I'm .. sad.
Working as fine/badly as before :/ But still lnot as good as pre 1.0
Uhh.. I disagree that it is worse than U8 - they have certainly fixed alot of bugs and improved alot of issues. There certainly are some that have been around for awhile and new ones but overall we are in a better spot IMO.
anyone with Nitrado having issues today? Mine now says server appears to be offline but i can ping it and what not
Windows DS going offline has a fairly easy fix with by using Linux for your DS at least, certainly not a fix for all but for some could be reasonable
Blueprints so far seem fine. There's a new problem with residual holograms, but at least it doesn't cause crashes.
There's some inconsistency with pipe floor holes working.
Does this most likely mean that my Nitrado server hasnt updated to 1.0.5?
wow, the update might have fixed something, but it sure as hell broke the game. Please, make a decision with the mod community; if you're going to allow them, please work with the modders so they can head this stuff off.
Does anyone know if it is possible to roll back to a previous version? This one is completely broken; I can't even get to the menu screen. Thanks
today's patch seems to have made the low-key glitchiness for dedicated server a lot worse.
Things like using "delete blueprint" leaving some number of the objects behind, half deleted, still highlighted orange, but not really there, and persisting through disconnect/reconnect to the server
and UI state getting stuck - as in, unable to start build/deconstruct actions or bring out equipment (scanner/basher/chainsaw/etc) seems to be occurring with MUCH greater frequency and persisting much longer. It does appear to eventually clear after several minutes disconnected, but it was previously occuring much less frequently, and when it did occur, a simple disconnect/reconnect essentially always cleared it. Now it's taking 5+ minutes of being disconnected to clear, or a server restart, which may be the same timeout, but seeing as it may occur within 5-15 minutes of play, it's pretty much a total gamebreaker right now
hi sorry if this has been answered already but how do i update my dedicated server it says i dont have matching versions im not tech savy just looking for any help thanks!
50k screws a minute for no reason
god weeps
anyone else having issues launching servers after todays patch? I'm getting version mismatch, validated both client and server and says they are all up to date.
as of today's patch, my dedicated server is basically unplayable.
in my case, getting locked out of the ability to perform any actions- build, deconstruct, or activate equipped items (chainsaw, object scanner, xeno basher, etc), and while I'd seen that before, it used to be uncommon and cleared with client disconnect/reconnect.
usually close to how you installed it
did you update with server shut down ?
I updated it while it was running, I stopped the process, rebooted the VM, and then ran a validate though steamcmd. Seems to have fixed the issue
My dedicated server seems to go offline all the time, like as in overnight
what do you mean: today? constantly!
cancel ficsmas! bring back stability!
yeah same thing here with mercer sphere's and rocks on ore nodes, im sure it's more but that's all i noticed so far
Feels like they accidentally merged an old code branch into master and pushed the patch...
im having same issue, as soon as i build the game crashes.
guess we are waiting till they hotfix the patch for servers?
hello, i've been running a server with success behind a proxy for a couple of weeks now. the game is playable and friends can connect easily. there are two issues i'm having however, which have persisted after the recent update. these are annoyances only, nothing more. the first is ghosting, with certain foundations not getting removed on the client. the second is getting stuck on the welcome screen with no movement or toolbars upon connection to the server. exit and re-connect fixes these 95% of the time, sometimes needing a couple of tries. are there methods to increase network performance? i've tried all network quality settings with the same behaviour throughout. any assitance is appreciated.
Everything except /backups and /saves are just game files right? Not tied to the save anyway?
For, me, with the dedicated bug, it's gone from playable with friends anytime to a Pain in the A** . And we have more bugs now in our megabases than before. If I join them for 30 mn, when I quit, the srv crashes, need to relanch, they are all kicked... a PAIN. (not mentioning conveyors with invisible ressources etc.)
my server currently crashes everytime it autosaves
They closed the previous thread, I Opened a new one : https://questions.satisfactorygame.com/post/672a1c78ddb9d97e0720cedc
What if it's a Windows bug? Would help much in trying to fix the DS then...
Appeared with 1.0, NEVER had the pb before with 1600+ hours of dedicated running with many friends... so, no.
Try to run Ubuntu Server in Hyper-v and see if you can recreate the problem.
Yes, but it's just a pain to take a couple of hours to setup it.. As it stays, we'll just stop our megaproject, swith game (Factorio server are so stable and we can play at 10+ without pb) and see next year if they do something about this.. I would really have prefered linux only from the start or a real support for dedicated on Windows... It's really a letdown.
I used steamcmd to install my server on a windows PC and trying to figure out how to do the update, suppose to re run command same as install but it keeps saying Command not found: steamcmd
i don't want to install a new server , just update the one i have
steamcmd +force_install_dir <game_server_directory_change_this> +login anonymous +app_update 1690800 validate +quit
and you dont need past this comand in steam cmd
create update.bat file past this command, save and past this file near steamcmd
got this to work just now in cmd window "C:\Program Files (x86)\Steam\steamcmd.exe" +force_install_dir "C:\gameservers\satisfactoryserver" +login anonymous +app_update 1690800 validate +quit
yea I need to do a update.bat, my problem is remembering it.
Or just make a update.cmd file. same-o same-o..
But don't run scriptz from unknown sources even if the script is on github...
Hello. Can anybody help me with problems on the serverhosting website low.ms
When i want to update my server to the newest version the message that the update is finnished doesn't show up and when i try to start the server the message "ErrorThe service could not be started." :((( pops up i don't know any way to fix this and I would realy appreciate some help and thank you in advance 🙂
Here is all the help you need.
go to low.ms/support
This tread is for Satisfactory Dedicated Servers and not for Web-services offered on the Net.
Hello. Anyone else having problems with removing trees with nobelisk and chainsaw after entering the swamp?
i want to transfer blueprint from local to my dedicated server, running LGSM. I am unable to find the saved folder for blueprints, any idea?
nvm... ~./Config
@mighty heart or anyone else who sees this, has anyone figured out what to do about dedicated server crashes since the patch?
Trying to see if the host I use can roll us back, but not sure if that would be possible.
ok, so my game seems to be being weird, its happened twice in a row now(on dedicated server), I was at my MAM, i go to other side of base, erase my generator, it disappears, i create a refinery where it used to be(turbofuel prod) and when I go to connect the pipes, when I go to erase the pump, it acts like its deleting it, but it doesnt disappear, afterwards I cant leave the dismantly menu, and eventually get disconnected.
when I join back in, im back over at the mam, the refinery isnt built yet, and the generater is still there also
Just tried doing it in a different order, once I try to delete the pump mk2 is when things go wrong, tried that first and couldnt delete anything after
is arachnaphobia mode able to be user-specific?
that sounds overly similiar to the fauly blueprint error. was the pump part of a blueprint?
suggested hotfix: upload the save to map editor and delete the pump there.
yes it is.
amazing
nah i havent used the blueprint machine on this world
it also reverted the research i did at the mam (compacted coal and turbofuel)
re reverted: sounds like the server is crashing and loading the last (auto)save.
This sounds an aweful lot like what happened to me lastnight after upgrading my server
And I think it also sent me back to my last autosave
so after a few attempts im pretty sure for whatever reason its that pump, no matter what order I do things, as soon as i remove the pump mk2 it crashes, for now the pump is just gonna live there i guess
I’m hoping they hotfix it today but I have no idea
I've created a server manager for Ubuntu server, including installation, updates, services, and stuff like that. In theory, it should also work on other Linux distributions.
https://github.com/asidsx/SatyUbuntuInstaller
What is the best way to report the issue?
Rumor has it that it works.
https://questions.satisfactorygame.com/post/672a1c78ddb9d97e0720cedc
on this site
if you guys want to go back to the previous version... pop open SteamCMD and run download_depot 1690800 1690801 9060604175660602308
you need the previous manifest
you can find the files download to: steamapps\content\app_1690800\depot_1690801
small bug in your tool:
If you ever install the Expierimental branch, it will not revert to the mainline branch if you later attempt to select it.
Also for your "menu", it's better to use select than a read..case.
(that aside, to be clear: good work!)
Disconnect everything else from it and put sign next to it like "DO NOT CONNECT. PIPE OF DOOM."
Thank you for the feedback. What would you recommend to fix the bug? There is no such bug under Windows; it changes the edition without any issues. Should I add an option to delete the folder?
The issue is that steamcmd remembers the last branch you had installed. To force it back to the mainline branch, use -beta default rather than -beta experimental.
It sounds like your pump is glitched. If you want to fix the issue, you will need to load up the map at a map editor and manually delete the pump and related pipe. The reason why you are disconnecting and upon reconnection your changes weren't saved is because the server crashed when you tried that delete action.
how would i fix this?
Howdy all, I'm running a dedicated server on a Linux VM, but after this latest update, The VM will not update past version 372858, while the client is on 377620. Any ideas on how to get the server on the latest version?
I've removed the service, restarted the machine, executed the following, restored and restarted the service, but it won't find the new update.
/usr/games/steamcmd +force_install_dir "home/steam/satisfactory" +login anonymous +app_update 1690800 validate +quit
@candid zodiac try this:
steamcmd ~/yourgamedirectory +login anonymous +app_update 1690800 validate +quit
Haven't looked in a while. Has anyone found a fix for the server closing when any player leaves? (Steam via Windows, Amp)
Didnt seem to do the trick. If I uninstall the ~\satisfactory, will it also wipe out my save?
Had a similar issue when I first set up. I deleted my portforward, restarted everything and set a new portforward to 7778 and everything worked. Something with router/firewall rules must've been bugged
my ports are open, so it seems to work, except I can't join the game
my server console does show something
fixed by setting -multihome to my server's local ip
how do I upload a save from a local file? this is just empty
Fixed with a reinstall
read the menu and select the "Upload Save" tab
Hello guys, i’m new here. I have a BIG PROBLEM in my project and i really really need the help from u guys . My project is to run a dedicated server (steamcmd ) on a raspberry pi 4 (4GB) arm64 using os : ubuntu server 24.04.1 LTS , noble. I already have a Fex emu (working perfectly) for running steamcmd but still not working, when run steamcmd.sh it show me the error like “…bla..bla…steamcmd…line37 exec error… require files not found” , it caused maybe because some library or depenences could’t be found to install like “lib32gcc-s1” before so i decided to download manually and go right in steam page on browser but can’t access the page . I try a lot of method and now i feel hopeless. I dont have much experiences and I will appreciate if anyone can help me with that.
Its not supported with ARM.. even if it was a Pi CPU just isnt going to cut it even into mid-game.. I would not bother with emulation honestly.
However, if you still really want to try for some reason, SteamCMD needs lib32gcc-s1, so install that with apt-get
No guarantees even that will work as emulation is spotty at best for compatibility purposes
Hi all, QQ for the room. What is the state of Satisfactory Dedicated Servers for someone who isn't super savvy in this realm? Specifically when using a third party service like Indifferent Broccoli or similar?
its still unplayable for us 😦
we can only use an auto-save before the update, losing 4 hours of gameplay
Havent run into really any issues with 1.0.0.5 that werent already present, so i'd say its in a decent state
our server with Broccoli keeps crashing
Cant help or comment on that without logs..
Seems like a bit of mixed results so far?
if i remove ips and ports I can paste the crashfile in a txt here? or anything else to anonymise
If its actually crashing the only relevant thing is the crash itself starting with the fatal section
Or yes, you can sanitize the log and drag and drop it into the window here
here you go
Interesting, I think this crash was related to container problems
Are you joined and doing anything when this crash occurs or it just starts up, crashes and restarts infinitely?
I see LogNet: Join succeeded: blabla so assume its after?
I also try sudo apt install lib32gcc-s1 but still not found that dependence
I'm running a second server on a headless Linux box and am getting a Server is not yet claimed error and prompts to claim it using ClaimServer. How do I run that command?
You should be able to connect to it with a game client
You'll need to search the apt repo for the right dependency name
You should be able to claim the server when you connect to it via the server manager in game
Yea, that's what I'm doing. It connects to the second port (7778) that the server is using, but won't let me join a game (it disconnects) or change the admin password. I am able to start a new game.
Ah
There should only be one port open for 1.0 servers, the default is 7777 TCP and 7777 UDP
You are probably able to connect through the beaconing port, but failing to establish a full connection. Can you share the server log?
thought i could wait for patch but dont think ill last 😅
my understanding is that i can download a post 1.0.0.5 file, load it to satisfactory caluculator and reload it to the game...? is that right? has anyone else done this?
My problem is as soon as i select a buildable or execute a build the game crashes.
I Updated my game a few days ago, now I have a server mismatch and am unable to play. My server is a windows machine I have in my house, I set it up with Steam CMD and NSSM so it is running as a service and restarts as soon as the computer reboots and is setup to run updates at 3am every night.
When you run the update manually, what does it say ?
And now we have 1.0.0.6 already
Would anyone like to start a satisfactory world with me? (preferred European timezones)
Maybe I am blind here, but has anyone else seen this one?
Version mismatch detected between game and server.
Game version: 378208
Server Version: 377620
Ok, server seems to be actually updating on this reboot
I am having a oracle cloud arm64 server which runs a satisfactory with the emulator fex.
Everytime i place a belt down the server crashes tho. I heard its a problem with some libraries not loaded due to the architecture difference. But can is there any workaround to make a satisfactoy server work on a arm64?
ARM isn't supported by Satisfactory Dedicated Server...
sadge
Is there absolutely transparent intel emulation on arm Linux, as there is on Mac? I am not under that impression. If it boots at all I’m impressed. You need to share the relevant part of the logs that shows the problem on the server.
When I played it on a Mac m1 with Intel emulation it was something like 40 fps which was pretty impressive from an iPad chip. Modern arm should for sure be able to play a server but again it’s all down to the OS
@empty merlin ^
I think this is the relevant part:
Maximum number of UObjects (2162688) exceeded when trying to add 1 object(s), make sure you update MaxObjectsInGame/MaxObjectsInEditor/MaxObjectsInProgram in project settings.
[...]
Malloc Size=262146 LargeMemoryPoolOffset=262162 CommonUnixCrashHandler: Signal=11 [2024.10.30-13.11.35:968][846]LogCore: === Critical error: === Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
Yea I got it to boot with Fex
I often saw this in posts where people said - Arm can't load some 32 bit libraries that causes these problems
But I thought maybe somebody did it
that somebody were able to archive it
Open CMD - steamcmd C:/yoursatisfactoryserverdirectory +login anonymous +app_update 1690800 validate +quit
After running this I still get a server version mismatch, the server seems to be stuck on version 377620, even after attempting a fresh install it doenst change. Is there some cache I need to refresh local or server side?
What does steamcmd output after you entered the update comman?
C:\Server>steamcmd C:/Server +login anonymous +app_update 1690800 validate +quit
Redirecting stderr to 'C:\Server\logs\stderr.txt'
Logging directory: 'C:\Server/logs'
[ 0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation - version 1730854361
-- type 'quit' to exit --
Loading Steam API...OK
Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
Update state (0x5) verifying install, progress: 0.65 (85484576 / 13183157477)
Then at the end
Update state (0x5) verifying install, progress: 99.33 (13095432231 / 13183157477)
Success! App '1690800' fully installed.
C:\Server>
Go to C:\Server\logs\stderr.txt and pop that file open
empty
Did you check the build ID to verify that the server actually updated?
where do i see that?
in the install directory there should be a manifest file; I think its 1690800_ID.acf or something similar
I think you can also do steamcmd app_info_print 1690800; but I might be misremembering, little rust on their command line
also, are you making sure you shut the server down, then updating, the restarting?
yea I am trying it on another drive now, copying the filles over, i had an issue a few months ago with plex files not being able to write to the c drive out of no where
instead of app_update, try using force_install_dir
looks like it was the drive issue, thank you for the help
ah okay right on
Are there any public dedicated servers to join?
This is for technical stuff generally, check the LFG channel
TY. I have that post bookmarked, but still have issues. Maybe I missed a step, I'll look when I have more time.
BTW: what does everyone set your allowed backup size to? How many
Help, my Server is crashing all the time. My friends and I play on Epicgames and have our Server on Epicgames as well. I have already uninstalled and reinstalled both the server and the client, as well as verified the game files in both cases. It crashes with and without mods. I've attached the relevant error message, but I don't understand what it says as I'm not that savvy with logs
is there more to the log? I'm not seeing the cause. I'm not seeing what file/adress or such its looking for
That's where the error happened, I don't wanna post the full log because it shows IP addresses
or maybe are you looking for this?
[2024.11.07-19.20.41:520][401]LogWindows: Error: [Callstack] 0x00007ffa58ec257d KERNEL32.DLL!UnknownFunction [] [2024.11.07-19.20.41:521][401]LogWindows: Error: [2024.11.07-19.20.41:526][401]LogExit: Executing StaticShutdownAfterError [2024.11.07-19.20.41:547][401]LogWindows: FPlatformMisc::RequestExit(1, LaunchWindowsStartup.ExceptionHandler) [2024.11.07-19.20.41:548][401]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, LaunchWindowsStartup.ExceptionHandler) [2024.11.07-19.20.41:548][401]LogCore: Engine exit requested (reason: Win RequestExit)
That's the lines below it, after that the log just ends
shoot, i know i've seen this but cant think what it is offhand
Okay no worries, I'll try to load an older save, maybe that works, although I'll lose 3 hours of game time :/
Thanks anyways tho
Sry. been there. If Im doing alot of building I'll force a backup every hour or after I've fought something and got it the way i want.
@dusty bane Still need help?
Anyone else has problem where the color block for train rails don't show up since last two patches? I just fixed it by rebuilt the rails last night but today update broke it again. I also downloaded the save the loaded locally and the color will shows up; save it locally and upload it to server but the problem persist. Seems like something missing on Dedicated Sever setting?
Can you tell me what you mean by color block?
when you try to put down(building mode) for block signal. the rails should be hightlight in different colors.
ah the blocking colors; I haven't heard of that as an issue before but there have a been a lot of patches this week. I recommend submitting a bug report to the official forums
or try posting this in #1038092680493801533
No thanks, I didnt resolve the issue but I just reverted to an older save file and played on from there 👍🏻
We tried that, seems like there is a cache or some permissions hindering th eupdate from overwriting the existing folder. Working thru it now.
try deleting the .acf file (steamapps/appmanifest_1690800.acf ) . make a copy first in case but that fixed it for me last time iirc
I'm sure this has probably been asked already, but I couldn't find info easily online. I'm trying to run the dedicated server through the Steam GUI on a second desktop, and when I launch the normal game logged in to the same steam account on my main rig, it prompts me to kick the other computer's session because you can only play the game with one computer logged in to steam at a time or something like that. Do I just need to buy it on a second account or buy it from epic? Curious on what other's have done if they have had this issue before.
log out from steam on your computer and launch it from outside steam?
dedicated server doesnt need a steam account
I have not tried that yet, I'll try it now
I'm a dummy, I thought I had already tried it. It works, thank you for your help!
Hi, I'm looking for a dedicated Satisfactory server hosting service, preferably Eastern Europe.
Any suggestions?
you don't need to log out at all btw
only need to launch outside of steam
Heyo, a smal question. I have a well running satisfactory server running as a service on my ubuntu vm, no issues here but...
i uploaded the save with the ingame server manager and now i wonder why i cant find the save files on the linux server.
can a server owner confirm that there are files in the /SatisfactoryDedicatedServer/FactoryGame/Saved/server folder ? for me that folder is empty
hi, the save files should be in ~/.config/Epic/FactoryGame/Saved/SaveGames/server/
dafuq your right... i search everywhere even other hidden folders but this was more then just unexpeted
i the meantime i set up the server as a docker compose container to avoid this searching in the future
but good to know where it actually is now
you can find the server file locations (settings, saves, blueprints) in the wiki : https://satisfactory.wiki.gg/wiki/Dedicated_servers#Server_File_Locations 🙂
Try another channel....
All the gas pillars, and flowers, all respawned on the dedicated server, wtf
All teh sloops, the mercer spheres
Yeah, I didn’t even try the logging out part, just closed it fully
I meant even when its running I think it works as long as you launch manually
1.0 btw 
Jello everyone, I set up a dedicated server yesterday, everything went fine but because my server ran some updates last night because for whatever reason I let it. so now after rebooting it will not actually let me connect. Every time I check the port 7777 to make sure it is open I get these messages: LogSocketsSSL: Warning: Failed to initalize SSL state for Socket HTTPRequest
LogHttpListener: Error: Error accepting the expected connection [0] SE_NO_ERROR
This is running on the face of windows server 2022. as in, no VM, no docker nothing. everything worked yesterday but whatever I try I cant seem to get the server manager to connect to it
Things I have tried:
Verified port forwarding for both TCP/UDP on router
Verified correct IP address (Public and Private)
Verified game files (for dedicated server)
Verified game files (for the game itself)
Reinstalled game files (For dedicated server)
Note the server and client are two different machines.
Server Manager in Epic Version of the game - Add Server isn't doing anything; Clicking confirm doesn't add any thing to the interface, just remains blank.
Server is a dedicated server through steam.
I know you're stating your own issue. I'm using steam for both. BUT...I am running through some troubleshooting here https://satisfactory.wiki.gg/wiki/Dedicated_servers#Common_errors_or_problems
Which has gotten a change of what I was seeing, but I'm still not connected
Has it never let you connect? There is a current bug with Windows DS where it will let you connect once and once disconnecting will drop the UDP listener, can check with PowerShell to see if 7777 is listening on the DS PID or not
I, and several other people can connect without an issue - I connect via steam. Not sure on everyone else. Just this one chap tonight, he's on epic and the UI is just not updating or anything.
The server is run through docker on my unraid server.
Port 7777 is forwarded correctly, as I said. Others can connect without an issue.
Oh, that was not for you - rather Warbucks
Is there some way to run a script (or something) to create a symlink to the latest sav file every time the dedicated server autosaves?
yea I have this from powershell
Im sure its possible, but also dont know why you would want/need to do that
So that I can reference the latest sav file in a url to the interactive map.
So if others can connect internally and externally then its clearly an issue on the remote party side, likely internet/routing related - port being blocked, etc. Ive run into some providers that block 7777 outbound for some reason. Also nothing you can really do about that. Can the user connect to the HTTP/WebUI?
Ugh
Just google for 'symlink latest file in a directory', you need to do that via cron or some other automated task that runs more often than the save interval - completely outside of scope of Satisfactory DS..
No.. if anything that would be via API and very custom..
What you are asking to do is certainly uncommon.. just give admin access and use the native download function
Did you try to clear your ServerSettings.7777.sav? Perhaps the cert is corrupted or something?
I imagine that everyone who uses the interactive map url parameter to view a dedicated server sav file struggles with this same issue.
When I want to get a fresh view I just download it and load the save from %localappdata%, not complicated or worth a struggle..
I "deleted" (moved) the entire Saved folder from appdata in order to attempt to fresh start the server
I dont have my server up atm.. doing CPU upgrade - but does that contain the ServerSettings file?
This is like... "Why do I need a remote control to change the channel? I can just walk across the room and turn the knob on my wooden TV."
I don't mean to be rude
it contains all this
Gotcha, okay - that would regenerate the cert.. hm
maybe specifically delete that file, or empty it and try again?
My brother.. you cannot expect very specific functionality that truly is external to the application to be present already. You will have to come up with your own solution. I offered you an answer to symlink via cron but that is somehow 'hacky' - but what you are asking is way above and beyond anything that would be considered reasonably in-scope as default behavior.
Yeah the ServerSettings just contain the session name, what to auto-load and the certificate that gets generated at startup
The problem with the cron approach is it would need to run every 5 seconds to be relatively accurate. And I worry that it could corrupt a sav file if it runs while the server is actively saving the game. I mean no disrespect. Thanks for the advice.
Dont see how a pointer will corrupt a file and 5 seconds is certainly aggressive.. if your autosave interval is 15 or 30m, even 5m is reasonable. If you save is huge and you want to update it that often, SCIM will be your limiter as it has to unpack and load the contents
no dice on that maneuver
When you add the server to SM, what show up in the logs?
Just perpetually show as offline in the client and nothing in logs?
this on repeat, and server manager says its offline
I have attempted to remove it from server manager and re-add it, both using public IP and private IP
Do you ever get the cert popup when first *adding to SM?
Can you share the full FactoryServer.log from a fresh start with the ServerSettings.7777.sav deleted?
yes I can share the log, no I have not gotten that since before when it worked
where would that log be?
found it
Does a good tutorial exist yet for using your own on-prem dedicated server yet with 1.0?
I read that dedicated servers got an overhaul, so how to set one up might have changed?
Setting up a dedicated server for Satisfactory 1.0 is similar to previous versions. The main change is in port forwarding. now, you only need to forward port 7777 (TCP/UDP). https://satisfactory.wiki.gg/wiki/Dedicated_servers#Installation
Fantastic!
So I'm in the very late game of doing a maximum sink points megafactory that involves the entire map, and I'm horribly CPU bound. Will a dedicated server help with that?
I assume it will help at least a little, but what sort of FPS improvement is typical for late game megafactories? I understand the answer might be a ballpark estimate and not always reflective of every situation.
did you get a look at the log @grim mica
I'm so very CPU bound that my 1080Ti sits at around 35% utilization on 4K Ultra.
A dedicated server can help reduce the CPU load on your PC, though the extent depends on the server's hardware. While loading areas with large factories can still be demanding, performance improves once everything is loaded and the server handles most of the simulation. This also means that animations (like belts and machinery) might feel slightly less smooth, as the server prioritizes simulation over visuals, and network latency can affect animation fluidity. However, it’s always worth trying it out and not hard to set up. For the best performance, using a Linux server is your best option.
Okay, so if my server was going to be equivalent era CPU to my current gaming computer, then I wouldn't see much improvement? That's fair. I guess an upgrade is in order!
I'm on a 10 core/20 thread Xeon, which Satisfactory appears to only really be able to use 8 cores of, and it's a processor with only 25MB Cache, and I know Satisfactory is massively Cache dependant
I did see a 100% FPS improvement during the jump to 1.0 though, so that was nice
Yep
If you were buying a CPU right now for late game performance, which one would it be? Just any X3D with the most cache?
O yes by a lot. My server ram is loving that it went form 100% to 50%
your ram usage decreased with 1.0?
I have 64GB of ram, and I actually wish the game would use more than 10% of it.
Feels bad to fly across the map with a cannon and have to wait for the game to load more of itself into ram. 🙄
for my server yes, Only after a long play whit a lot of building whit friends. The ram gets really high but i don't really see it in game, but just a reboot will fix that and dedicated servers do that automatically at midnight.
Fascinating. Maybe a dedicated server is better at using more ram then. Which makes sense with multiple players. I just wish my game would use more ram to reduce loading times when flying around.
If I were to upgrade now, I would get the AMD Ryzen 7 7800X3D (one of the best on the market today also for the price). However, you should really look more into it and consider your budget. I also recommend waiting until the new series drops and hope prices drop because of it.
The 9800X3D was released 6 days ago! But yes, it appears to have very similar performance in Satisfactory
Also, it's sold out everywhere
Perhaps the 7800X3D will be massively slashed on black friday
Thanks! I've been all over sites like this. But finding benchmarks on late game satisfactory saves, especially ones exceeding the UObject limit are very rare
Yes, that’s true. I don’t think many of the people running those benchmarks consider Satisfactory.
What I've found, benchmark wise, is that any CPU with a ton of Cache is dramatically more capable in Satisfactory's late game than the same CPU with less cache. It can literally double the performance, when the only processor difference is three times as much cache.
yupp
Okay @oak pike thanks so much for your help! I guess it's time to upgrade this nearly 8 year old Xeon!
You’re welcome!
Small update, just fired up a dedicated server on another machine and attempted and everything worked. Now I have removed the dedicated server files entirely. start to finish every trace of it (as far as I can tell) was gone, and reinstalled. starting it up now to see what I find
Sorry had to step away for a bit, dont see anything obviously wrong in the logs barring some errors that I dont recall seeing in my logs. On the connection side I see the client IP switch from .1.129 to 1.1 - is that you changing from LAN to WAN IP via servermanager?
no I dont actually know what the .129 is on my network I need to look
but I fired it up on a different machine no issues.
Also this line indicates changes to the server-side ini files
[2024.11.08-22.56.05:121][ 0]LogGame: MaxNumBackupsaves: 25 - are those modified in some way?
You can clean the Saved directory in the actual install path where those are kept and they will regenerate, unless you have specific custom configs in there
I didnt change anything
so not sure how that happened
the 1.129 is a private ip in the log?
192.168?
yes, actually
I was trying to connect via lan ip and via the public ip
but as mentioned. I was able to start a runtime on a different machine. change the port forward rule to that machines IP and everything works fine. Problem is I didnt want it running on that machine. Right now I'm firing up a VM to see if that works. not sure how much I will degrade performance with that. This is all running on a Dell Poweredge R730 with dual XEON's and 128 giggle bytes of deditated WAM.
so it has some juice, just not typically video game juice
I mean you can always clear the DS installation directory and re-download, that should be about all you would need to do if there is something corrupt with your install
I feel like these are abnormal dont recall seeing them on mine or really any other logs ive looked at
I tried that. uninstalled, then deleted the entire directory
and started over.
I COULD...try and put it on another drive
putting it on another drive and it works fine
idk
im...stumped
I guess I could make a drive partition for specifically that and if it stops working I just format the partition...seems unnecessary but
Doesnt really make much sense unless the disk is full or is throwing write/read errors, there is nothing specific except the install directory and appdata folders
Not so sure why I have a hard time seeing the server. It just did a scheduled restart, and I don't see it as online.
It was also a pain to get to show up initially.
Probably firewall, dont see any connection attempts/accepts in the server console
It's a bug in the windows version
I switched to Linux and it's extremely stable
The windows dedicated server is horrible
IT will also "crash" when the last person exits the server. It's stupidly unstable and buggy, and obviously being ignored by the DEV's. But like i said the Linux version is beautiful
Does removing and re-adding the server help? are you connecting with hostname or IP? I've been playing with a server using iPv6 and found windows often changes it's IPv6 for privacy reasons. I had to disable that feature so it would use a static
anyone know how to change the vertion of the player and not the server
the owner isnt on right now
There is a way. You can use the open source depot downloader. There are some videos on youtube about it
ah ok thx
Also a good idea for the owner to have some type of auto updater on it
-
Firewall Settings
Ensure Windows Firewall allows Satisfactory server traffic:- Go to Control Panel > Windows Defender Firewall > Allow an app or feature...
- Make sure the server application is allowed on both Public and Private networks.
- Manually add inbound rules for port 7777 TCP/UDP if needed.
-
Port Forwarding (Only if you want any outside connections)
Set up port forwarding on your router to allow external connections:- Log into your router and forward port 7777 TCP/UDP to the internal IP of your server.
-
Static Internal IP Address (Always recommended when running stuff like servers)
Prevent IP changes that can disrupt port forwarding and connecting:- Assign a static IP via Network Adapter Settings or set a DHCP reservation in your router.
-
Check Server Logs and Status
Review the server logs for errors and confirm the server application is running without issues.
Hopes this helps!
4.b : double check your server is not running twice
it could confuse and lock itself out from the correct ports
Yes, You can check that by:
-
Task Manager: Open Task Manager (Ctrl + Shift + Esc) and ensure only one instance of
FactoryServer.exeis running. End any extras. -
Command Prompt:
- Run:
netstat -aon | findstr :7777
- Run:
Check if there is only one instance
I'm not awake...
You can still see the running services on that port.
that's true
Closing the sever out entirely and relaunching did thr trick.
It's just going to happen over and over again
What causes it, how to avoid it and what steps should I be taking when it does happen?
No idea it's a bug in the windows server, that's why I switched to Linux
Oh well.. I'll deal with it until they get around to fixing it. I'm not hosting for a ton of people. Just tinkering with the ability to host.
- Done.
- Forwarded.
- Joining via my static IP.
- I think the current status was in the image, but not the log. Do you have a more in-depth bit of information I should be searching for?
Is this correct? I forwarded 7777 UDP like the Dedicated Server guide said.
BTW this is after the 24:00 server restart, and subsiquent full closure and reboot of the server itself afterwards to fix it not responding.
So the server is up now, just making sure I'm doing everything correctly.
Linux also gives more performance, especially a non-GUI.
I'm using Non-GUI, and I only have experience with Windows currently, but I'll kee this in mind for if I ever decide to tinker with Linux.
Building a second PC, and this current one will eventually be for hosting servers and streaming, so I'll dive further into that when the time comes.
I just don't have much experience with sideloading, VMs and Linux in general.
I myself run ubuntu server whit Webmin (Webmin is a web-based system administration tool for Unix-like servers)
I'll have to check it out. I'll bookmark it for later.
There are also some tutorials on how to setup an dedicated server on Linux.
also 7777 tcp?
Just UDP, I didn't see a TCP forward in the guide.
Ye the old wiki :)
Just 7777? Not 15000,15777?
Nope not needed anymore
Hey guys, we are using a hosting service, just finished the vanilla playthrough and are looking at satisfactory PLUS, is that able to be installed on our dedi?
Depends on your service. Do you have login
You'd also have to consult the people who made the mod to know if it's compatible with dedicated servers. Most of the more intensive mods I've seen are client-only.
Huh? How is Linux more performant and why would a GUI matter?
Linux is generally faster and more resource-efficient than Windows, partly because it lacks the bloatware commonly found on Windows systems. By default, Linux has a lightweight architecture that runs only essential services, without the extra processes and background apps that Windows includes. This streamlined design allows Linux to boot up quickly and perform tasks more efficiently, right out of the box.
Even without a connected screen, a desktop environment can still consume valuable system resources to support the graphical interface. Background processes related to visual effects and animations continue running, using memory, CPU, and GPU resources. This reduces performance available for other applications, making it less efficient for tasks where a GUI isn’t needed. For systems meant to operate headlessly, disabling or avoiding a desktop environment can help maximize resources.
Last time it was not compatible because of a old rebuild missing
likely will be compatible if not already
each Windows Software basically link itself to window (literal window) api and check for window and mouse and keyboard and render events for instance
even when it's not using it at all
so windows dare care about the process
then window prioritize services based on their usefulness for interface which we don't care about in this case
and a lot of other things
note that a lot of games are more performant on Linux even though they need api conversion logic and layer to be run on Linux "like" on windows
sf+ was broken for 1.0
hasn't been patched [yet]. you can ask about it on the modding discord.
refined power, however, is pretty fun but is something you can continue in your current world if, say, you haven't done nuclear
2-5% difference. I stopped that kind of rhetoric in this millennium.
It really depends on the hardware you're using. For example, I have an old PC with an i7-3770 CPU and DDR3 RAM transformed into a dedicated server, and it still performs well. In my opinion, every bit of performance counts when setting up a dedicated server. For newer systems, yes, small differences may be less noticeable, but I would still choose Linux over Windows, as it's more flexible and customizable. Also, Linux isn't as difficult to work with once you understand the basics.
My rebuttal to that is that the basics take a lot to get a hold of. Is it difficult no but there is a lot you need to know just to get started with something
There are plenty of videos available on how to set up a dedicated server for Satisfactory on linux, and most people can follow them with ease. This is just the way I prefer to run it, and it's my personal opinion. it's simply a suggestion based on my experience.
the internet runs on *nix for a reason. i feel sorry for anyone trying to get windows to do what linux does easily.
it's three lines in a shell to get an sfserver running on linux
I'm sure it is when everything works right. But it was not at all my experience. Granted I have a bit of a more complex setup.
one can make one's life as complicated as can be. is the problem solved now?
linuxgsm was what made it easy for me. networking is its own challenge, i use zerotier for that. then i banged together a backup script. but then, i'm a linux roadie as part of my day job so this is second nature
kinda the point I was getting at. Easy for you not so much for a noob like me.
good thing there's a channel somewhere around here you can get help
windows is for sure viable but not easier, at all
100% agree
the easy stuff is really easy but anything past that is bonkers
and vice versa for Linux
It’s never too late to try something new! When I started running servers at home, I was planning to use Windows. But after thinking it over and doing some research, I decided to give Linux a try instead. It’s been a fun learning experience, and I’ve gained a lot of knowledge along the way. I started with some tutorials and other resources, and Webmin has been really helpful in making server management easier with its web interface. Of course, you’ll stumble on some things, but I actually find that part enjoyable in the end.
what does webmin do for you?
For me, Webmin makes server administration easier and speeds up the setup process. I also use Virtualmin to host my sites. It’s really convenient—whenever I need to create a new virtual web server on a subdomain, everything is handled for me, including DNS, mail servers, and SSL certificates. All I have to do is upload the site files. Overall, it’s a huge time-saver and makes managing multiple servers much more efficient.
and i fully agree, figuring things out never gets old
Running everything out of a prox instance has been a game changer for my homelab
x is more performant than y because of z is kind of a reductionist argument if you ignore the actual workload and workflow to support it. If your workflow (how you operate and maintain it) requires a GUI, then you don't pick underlying infrastructure without a GUI, even if it might be more performant without one.
People say: "Well you can do 'x' without a GUI!" Maybe you can, but other might require it for being productive in an environment they are comfortable with.
My dedi server runs out of full deb 12 VM because I like the GUI and can work more quickly in it, and Im willing to sacrifice some performance to have it. I could run it out of a Steam LXC but that a pain to set up
I completely agree. it really comes down to personal preference. For example, I really like web GUIs, like Webmin, rather than traditional desktop GUIs.
Yep, I host all my apps and containers our of proxmox, and that uses a web GUI. When you are working at scale (clusters) it really is much faster and easier to maintain
for me
if others prefer a different solution, more power to them! There is no wrong way to host as long at the workflow works for you
Yupp.
I feel its like in a new house, your confused because the most simple things you have now to learn again "where is the freaking saop backup shelf"
it's disappointing and frustrating to get how bad you are dependent on the interface, and it feels extremely opaque at first
but then you're starting to literally get used to it, and you get all the information needed
espcially since windows likes to busy you with a lot of stuff not that useful at all, that feels missing at first, but after a while you get used to not have that in your way actually
So, any ideas here? Where are those logs so I can look a them?
More info, but a lot of it was from when I was playing. Seems that it should be auto-pausing, but doesn't and then becomes noncontactable.
Here's the end of the log I found;
"Server is currently in the Offline State"
Sorry, didn't know I had to shut the server down to get the next log. Here's the log from the shutdown. Basically the same thing:
What if you try using localhost as the IP? If that works, it’s probably something with the firewall or an issue with the static IP that changes.
It can also be the issue whit windows
@round talon well 0.0.0.0 isnt routable firstly
thats localhost
so, is this a dedicated server or are you hosting and playing on the same device?
localhost is on 127.0.0.1
its the same thing.
you get a totly divrent response if you try to connect to it
its "this host on the network"; Linux uses it the same way as localhost
so, nonroutable and the question remains. If this is a dedicated server, it shouldnt have a nonroutable address.
0.0.0.0 is commonly used as a non-routable meta-address used to designate an invalid, unknown or non applicable target (a no particular address placeholder)
But the annoying part about @round talon issue is that it works and then later it does not
Which is why I asked if they were playing on the same box; my next ask was if Multihome was configured
I know there is some type off bug in the windows dedicated server
Whoops, my dyslexia is not reading stuff correctly sry about that
This.
all good nothing to apologize over, just trying to help
if your hosting and playing on the same device you have to port for Multihost
🤔 What is multihost?
Sometimes it annoys people :)
It designates the server with an IP separate from your own host, rather than sharing or "bridging" the connection.
You can't have the same IP as your server, as there would be a conflict.
Oh, because I'm on the same machine and connecting to the same server, when I disconnect, it's shutting down the connection to my IP, and also cutting the server?
in your server config script, set ' -multihome= some.IP.'
it goes after ' -log -unattended'
Gotcha
it needs to be a static IP, cannot already be in use
If it's a static IP, where would it be configured? Or just any IP that isn't in use?
I'd also have to port forward for that chosen, IP, correct?
You can set a static ip in your pc settings
Also your router has a range set for static ips and there can only be one whit that ip
Right, I have one already set for this machine, I can set a secondary IPv4 static IP?
sry the multihost ip
So routers have a DHCP server that assigns addresses dynamically from a pool
Again, what exactly is Multihost? Lol.
Gotcha.
have been coding for the past 3 hours
you set the Server IP in the config files
Are you hosting on a linux or windows box?
Windows.
So, if I set the IP in the config file, the router will pick it up? I do not have uPnP enabled.
Though I'm assuming it's no different than a cel phone, just without the need for a password, due to it technically being hardwired.
I'm just confused how it doesn't take my PC's port this way, is all.
I do see the range though.
I would use that range. 192.168.x.2-254
Theres a couple of things happening, we will have to go through it in order
give me a sec
I'll start by geting that server config file first. Lol.
<installation_directory>\FactoryGame\Saved\Config\WindowsServer\
might also be here: %WINDIR%\System32\config\systemprofile\AppData\Local\FactoryGame\Saved\SaveGames\ServerSettings.PORT.sav
I havent hosted on windows so Im not super well versed there, I typically just have a .sh script with those parameters
but it should be one of those
C:\Users\User\AppData\Local\FactoryGame\Saved\SaveGames\server
That's the save, it seems.
Ah serversettings, right before in SaveGames
Most .sav though.
yeah those are the clients registration of the server... not quite what we want
well, pop the .7777 one open though
im curious
In what? It seems to be encrypted.
Same 😂
Its endcoded :)
Yea
Yeah they are encoded... The problem with hosting and playing client on the same windows device is that they share the same client on windows
I mean, I know its doable... I just don't know off the bat how to.
If you port forward, set a static IP on the device... it shares the same static IP, so you have the same problem.
because they bind the same NIC
True
It is, cause its just pulling the localhost's NIC
Zeo do you have an old pc laying around :)
Nope. This will be the old one once they release the damn 5090...
Instead of trying to make this setup work.. I would suggest virtualizing. Using something like virtualbox or similar to host the dedi server. That way you can unbridge and dedicate a NIC
In short, I blame both Windows and Nvidia.
well, a virtual NIC lol
Alr, else i would say make it an server :)
good idea
there is also a security concern with port forwarding on your host which also would be sharing the server interface, that would be the same as putting your personal computer on the open internet at that port.
Nothing in Sys32.
You could do a loopback interface
Well the bigger problem is that CoffeeStain created a problem that shouldn't really be a problem. This wasn't an issue before and is now suddenly an issue. There's no way this had been tested. It's 100% failure. What's up with that..?
This isn't CoffeeStain at all. Its a networking problem.
Right, but I host servers locally all the time, this isn't an uncommon thing and it also wasn't an issue previous to 1.0's release.
They're basically incorrectly resolving for the localhost. That doesn't seem like a major issue to resolve.
Create a loopback, assign it a static IP with a listening ports for 7777 TCP/UDP, host the server on it. But I would have to then ask the use case, are multiple people connecting to this?
Potentially a couple friends, I'm just testing it out. Finding out that it's pretty much unachievable without VMs and trickery, or a dedicated rig at this point.
Because that would be the same as them directly connecting to your computer through your router gateway... I wouldn't advise it.
If your router has Dynamic DNS, that might be the better answer.
oh I have that router, Ive done this setup.
I just don't know how to set it up doubly ~ I wouldn't know how to assign any port to the game without the ability to get into it's config files, apparently. Lol.
They have dynamic DNS servers for you to use
I figure. ASUS has pretty good software.
See, there's the issue. Lol.
It won't be once I have the new rig, this one was going to be used for that purpose. I was just getting ahead of the game essencially.
From that perspective, I would say either virtualize on your host or wait for the rig and dedicate a device to it. Its much simpler to set up and maintain in Linux if you virtualize, or much easier to setup in Windows if you dedicate a box to it
Unfortunate. Why is it I can connect to the server, anyway?
Because the server address is localhost, aka your device
its like, knocking on the door of your own computer
Right, which is a common use for most other server hosting setups. Why is it with Satisfactory specifically, that when I leave the server, it cuts the signal entirely, while with other servers this is not an issue?
Because your hosting the API beacon
When you close the connection, the API beacon closes too, so the sherver shuts down
With those other servers, the API is cloned or they create a dummy API that doesn't get dropped when you disconnect from the client?
no not at all, in a true dedicated setup, the server stops "running", but the lightweight API beacon still runs because its statically assigned and in "listening" mode. If the client is the same as the server, they can't both close and listen at the same time
You can't knock anymore, basically
Someone needs to explain that to Coffeestain. Lol. That sounds like it's doable and what their previous auto-pause feature did before the 1.0 patch.