#dedicated-servers

1 messages · Page 127 of 1

cold narwhal
#

Since your box is both client and server, its trying to host post as both. Since 1.0, they changed those ports to just one 777 TCP/UDP

#

it used to work because they used different ports for the beacon and the server

round talon
#

I see.

#

So it's a tunnel issue. 1-way only.

#

When we go the same way through the connection, all is fine. When I leave, the server is pulled offline with me.

cold narwhal
#

In Linux, you can change them to whatever you want. Its possible to do in Windows, I just dont know where the heck those server/client configs are

#

But you basically would have to revert back to setting the server ports as unique for server and beacon, and then config the client to match

#

and then tell all your friends to change theirs too

hidden forge
#

It has nothing to do with the IP, there's a bug on windows which closes the ports on the server if you are disconnecting with a client on the same machine

cold narwhal
#

Correct, with the exception that it isnt a bug

#

They close because they share the same ports

hidden forge
#

They dont

cold narwhal
#

If you are hosting and serving on the same box, yes they are.

#

Unless you have a separate NIC or are using a loopback as a virtual interface

#

Which we established that they @round talon is using a single NIC on the same interface.

#

That isnt a bug, its just how network interfaces work. Atleast until quantum NICs come out to consumers and you can have a port open and closed at the same time.

round talon
#

While it is indeed a networking issue, the guide doesn't make mention of this. Therefore it is a development issue at the end of the day if it's an issue that is not mentioned in the guide regarding hosting a dedicated server.

#

That... and the guide itself is not pointing to the correct location of the needed file to resolve the issue...

#

I'll now search my entire PC for ServerSettings.PORT.sav Lmao..

cold narwhal
#

Oh that will be a fun read, I am assuming that started when 1.0 dropped

round talon
#

AH fuck...

cold narwhal
#

sure is, 9/10.

round talon
#

The PORT in "ServerSettings" is actually a number, isn't it?

cold narwhal
#

Change from unique ports to single port TCP/UDP.

#

lol

round talon
#

Great, making it also unsearchable. FanTastic.

cold narwhal
#

change the config back to those original ports and it will work fine.

hidden forge
#

I think short term solution would be running the docker image or in WSL I guess if you don't have a different machine or don't want to switch to linux

cold narwhal
#

UDP still has open/close.... UDP is just datagram stateless vs stateful TCP.

#

The UDP is the beacon port.

#

UDP is meant to be dropped and expects loss, thats why its the Beacon.

#

Its on CoffeeStain for not thinking of this specific issue, I'll concede that. But at the end of the day its just a porting issue.

#

If someone can point me to the server config file in windows I can fix yours and all of their issues

round talon
#

Nah, I found it. It's right there.

cold narwhal
#

yeah we already did that @hidden forge

round talon
#

ServerSettings.7777.sav

#

The port is what I'm trying to see if I can edit.

#

Going to find a way to set up a DHCP server on the same NIC.

cold narwhal
#

The problem is CSS didn't document how to change it in Windows

round talon
#

Easy.

#

Change 7777 to 7778 🤓

#

Boom, port changed. Tada.

cold narwhal
#

In theory yes that's the intended idea

round talon
cold narwhal
#

does it work?

round talon
#

I changed it, and forwarded via my router but not through Windows Firewall just yet.

#

Nope. Lol.

hidden forge
#

... launch it with the -port argument?

round talon
#

Properties, edit "FactoryServer.exe" to...
FactoryServer.exe -port 7778?

cold narwhal
#

That doesnt resolve forwarding

hidden forge
#

-port=7778 iirc

round talon
#

We'll get to forwarding once we can confirm the argument works.

cold narwhal
#

they are high number ports, just set them back to the exact ports used prior to the 1.0 change

hidden forge
#

Why do you even want to change the port?

cold narwhal
#

because prior to 1.0 they were unique; the Server API and beacon used unique numbers that allowed servers and clients to exist on the same box

#

on 1.0, the default, if you client and host at the same time and close as client, it also closes on the server.

#

I can confirm because the issue was only reported on the same day that 1.0 released

hidden forge
#

They still are? The server listens on static ports, the client uses different ephemeral ports

round talon
#

Got it.

#

Create a shortcut, change the target to
".path/Factoryserver.exe" -port 7778

cold narwhal
#

Hell yeah

round talon
#

If the IP doesn't matter, and it's just the listening port that closes, now I can't access that port... I think? Unless... I need 7777 and 7778, but 7777 is what I need forwarded and to allow the server th listen on 7777 exclusively?

#

IDK... I'm not incredibly savy with all this.

cold narwhal
#

we need two open ports

round talon
#

IDK how it chooses when you connect.

hidden forge
#

The server listens with both UDP and TCP on the same port

round talon
#

So... Could I do -port 7777,7778?

cold narwhal
#

You can do any port in the high range

round talon
#

Well, multiples.

hidden forge
round talon
#

Ah, i'm still going to need to connect to 7778 anyway though, just to access the server.

cold narwhal
#

Mine is QueryPort 1577, BeaconPort 15000,

#

and TCP port 7777

#

works perfectly

#

lol maybe I just share my server config?

hidden forge
#

@cold narwhal are running a pre 1.0 server? As of 1.0 there's only on port

round talon
#

He's running on Linux.

hidden forge
#

Doesn't matter

cold narwhal
#

Yes its a pre-1.0 server, which is my entire point. That's why it still works.

hidden forge
#

They changed the network setup with 1.0. There's only one port now, both for UDP and tcp

#

TCP for the api
UDP for the game

cold narwhal
#

And that is what broke the shared client/host function that used to work prior to 1.0, yes.

hidden forge
#

No

round talon
#

Nope. It went offline when I disconnected.

cold narwhal
#

Thats why people are reporting the server closing when the host leaves the game

hidden forge
cold narwhal
#

Host leaves = Server ports shared by the host closing.

#

thats the problem.

#

Not a bug, just an intended consequence of simplifying the networking.

hidden forge
#

Client and Server do not share ports!

cold narwhal
#

They do if they are on the same device/NIC

hidden forge
#

No!

cold narwhal
#

They bind the same ports!

#

Yes.

round talon
#

I am sending data to the server which is technically being hosted, with a ping of 19ms, on the same PC, but I myself am not listening when connecting. The listening port shouldn't be shutting down when the transmitting port is closed.

cold narwhal
#

I don't see a point in arguing with you, it isn't helpful.

hidden forge
#

@round talon Sorry to say but as far as I know the current workaround is either
a) use different machines
b) Use Linux
Maybe try docker or WSL if both are not option available to you?

round talon
#

Unfortunate. This wasn't an issue before. Now we have to wait until hopefully Fixmas patch.

#

I was excited to play with my buddies without NPC creatures crashing their games. Lol..

cold narwhal
round talon
#

In the end, as I said... It's a development issue. They messed something up, and it's not working as intended. That's all. Nothing more can be done. I'm not going to jump through the hoops of building a virtual environment to host a dummy network just to play a game that I'm pretty much testing the viability of the dedicated servers. They'll fix it one day.

#

In the end.. The servers work, but there is an issue if you yourself want to play from the same machine. Sad but true.

#

Current workaround:
Just restart the server when I log off. 😂

cold narwhal
#

At least until we get a configurable Windows server

round talon
#

That, or my PC... I'll be building beyond the new year sometime. If I get that together before they patch it, I'll be scott free.
The issue is... That it doesn't solve the issue for everyone else.

glacial ginkgo
#

Or installed WSL and go the Docker route

round talon
#

How do you query the API?

hidden forge
#

...ya know? I wonder what would happen if you put a (reverse) proxy between

round talon
#

Kestrel was suggesting that.

glacial ginkgo
#

I believe it is just http requests.

cold narwhal
#

reverse proxy would work fine, which is why I suggest dynamic DNS to handle the requests

round talon
#

Right, but you also mentioned this would require a secondary PC, or a VM.

cold narwhal
#

Yep, we still need a way to segregate the port issue. Unique ports would be fine if they were configurable. I don't know where those configs live in Windows and it isnt documented well, as you pointed out

#

sharing host and server on the same ports make it ????

round talon
#

Well, it's there. it's just that the "Settings" is just the port itself, and not intended to be more than that it seems.

#

As evidenced by being able to connect to the renamed 7778 server.

#

I connected just fine.

#

Same issue on leave.

glacial ginkgo
#

Usually the first one the start would be 7777 and the next one would be +1, so 7778

hidden forge
#

???

grim mica
#

Are you just having the issue with when someone leaves the DS it goes offline?

#

Because that is a known issue with Windows DS that has been present since launch of 1.0 and they said it was fixed in 1.0.0.5 and it still wasnt

cold narwhal
#

You port forward 15000 and 15777; patch comes, ports are now 7777 TCP and 7777 TCP. People cant connect.

#

7777 is not 15000 or 15777.

#

No connection.

#

Change the port forward, or change the default ports.

hidden forge
#

7777 TCP & UDP

cold narwhal
#

Yep thanks, I said TCP twice. I did mean UDP.

hidden forge
cold narwhal
#

The server will use whatever ports you want it to. 99999? sure. But you have to configure it. The problem is that people hosting as a server AND a client are using the DEFAULT, which used to work out of the box because they were unique and open when forwarded

#

Now, when a person hosting and acting as a client use those ports on the same NIC, it also CLOSES those ports on the server, because they share a NIC.

#

The beaconing port closes when the client closes, because 7777 is the same on both ends

hidden forge
#

No

cold narwhal
#

then what is yes?

#

you havent said

hidden forge
#

The client connects using some random port X to the given server port (default 7777)

cold narwhal
#

locally that is true

#

remotely that isn't true

#

hence the port forward I mentioned earlier

hidden forge
#

That's how every connection works

cold narwhal
#

"Inbound: Port Any" works

#

?

#

no way at all any router would allow that

hidden forge
#

???

cold narwhal
#

A client on a local network will allow random port x to a given server port; other people connecting from outside the gateway will not.

#

We only portfoward on our gateway for a specific port to allow specific traffice.

hidden forge
#

Yes? That's the server port. Which is given and static

cold narwhal
#

When a client and server share, no it isnt.

#

If the client is assigned a random port in NAT to connect to a static Server on the same NAT, how do they talk? Furthermore, how does a remote host not on the NAT connect to the local server if they are using a different port? (ie, pre-1.0 ports to post 1.0 ports)

hidden forge
#

The server will reply to the ip&port combo it recieved a connection from

cold narwhal
#

Good luck getting a server with the address of 0.0.0.0 to reply to shit

daring sundial
hidden forge
#

0.0.0.0 is not a valid IP. It's used as a placeholder for "any valid"

#

Maybe you should read up how network traffic works before telling others to mess with theirs?

cold narwhal
#

Maybe you should read the entire troubleshooting log

#

and see where @round talon asked their original question.

grim mica
grim mica
cold narwhal
#

Only? no. Im saying it happens when the host and server are on the same machine, sharing the same NIC, and close the same ports when they exit the game.

#

and likely when both are set for DHCP

daring sundial
cold narwhal
#

and its happened as of 1.0 when the server and beacon API share the same TCP/UDP ports, where prior they were unique, where the host was configurable via DHCP but the server was not.

daring sundial
#

got this @grim mica ill look at it and send it here too let me know if you see something before it do jacelul

grim mica
# cold narwhal Only? no. Im saying it happens when the host and server are on the same machine,...

Thats a very specific circumstance, however it occuring on a true dedicated (no clients running, ever) rules that out as a potential issue. However, to take it further a client connecting to a DS would never be **listening **on 7777 because it doesnt need to as there is no server instance started since its acting as a client and would an ephemeral ports to connect as the source port to the destination port that the server is listening on

cold narwhal
#

It is a very specific cicrumstance, but it is the one we were discussing.

grim mica
round talon
grim mica
#

Oh so its a fresh save?

round talon
#

Mhm.

daring sundial
#

no its not fresh

round talon
#

A day old, but I can replicate it on a fresh save if need be.

hidden forge
#

Counterpoint: it works on Linux.
Its a problem as of 1.0 because they reworked the entire network stack. Not because they combined the ports

grim mica
cold narwhal
#

Linux has has a startup script that allows the configuration for the server that Windows doesnt.

#

Its what I said from the start.

grim mica
#

What does that even mean?

#

What startup script? I switched to Linux because of the bug and use the exact same startup params as on Windows through NSSM that was extremely reliably pre-1.0

grim mica
# daring sundial no its not fresh

Whats the replication steps? Create new save and put some belts down or using a blueprint?
Usually there is something happening in the save to make that occur like a bad blueprint

cold narwhal
grim mica
#

The crash on the module FGConveyorChainActor.cpp is the new 'linked' conveyor system where they are built as a single-unit from point to point for performance. Usually see that problem with BPs

daring sundial
# grim mica Oh so its a fresh save?

this world is very very big, is there a way to remove everything that is on the conveyers?

I know its not blueprints because I just "deleted" them all moved them out of the dir and downloaded them. still nothing, looks like a calculator was used on this a while ago but doesnt seem to be an issue tho

grim mica
# daring sundial this world is very very big, is there a way to remove everything that is on the ...

I think SCIM can clean the conveyors but that isnt the issue really, its the linkage of conveyor to conveyor - usually it would show an actor ID to idenitfy the specific belt with SCIMs debug but dont see anything so it might be a merger/splitter connection perhaps.

Probably what you want to do is 'delete' the area that you were last working on via SCIM if you dont have older saves to rollback to

daring sundial
#

there are plenty of saves that this group has ill see what I can do :)

cold narwhal
#

Still waiting for the closing point where I am wrong.

grim mica
# cold narwhal 'whateveryoursatisfactoryworkerscriptiscalled.sh' that should be run to start th...

[root@localhost SatisfactoryDedicatedServer]# cat FactoryServer.sh
#!/bin/sh
UE_TRUE_SCRIPT_NAME=$(echo "$0" | xargs readlink -f)
UE_PROJECT_ROOT=$(dirname "$UE_TRUE_SCRIPT_NAME")
chmod +x "$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping"
"$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping" FactoryGame "$@"

What in here is specifying something Windows isnt? Its just calling the actual executable..

cold narwhal
#

You cat'd a service? That doesnt say anything.

#

oh look my service is running!

grim mica
#

Huh? That contains the actual parameters for startup.. and on Windows via NSSM.
Wow calling the exe with the same startup parameters

cold narwhal
#

it doesnt contain shit

#

lol

grim mica
#

You are referencing some script that does magical networking that doesnt exist?

cold narwhal
grim mica
#

I dont understand what 'config script' means

cold narwhal
#

~

#

~\myserver\satisfactory\someinstallserver\factoryserver.sh

grim mica
#

Right.. I provided that?

cold narwhal
#

that will give you the startup parameters

grim mica
#

[root@localhost SatisfactoryDedicatedServer]# cat FactoryServer.sh
#!/bin/sh
UE_TRUE_SCRIPT_NAME=$(echo "$0" | xargs readlink -f)
UE_PROJECT_ROOT=$(dirname "$UE_TRUE_SCRIPT_NAME")
chmod +x "$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping"
"$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping" FactoryGame "$@"

What startup parameters are here that deal at all with networking?

cold narwhal
#

omg your running as root

#

that aside... thats not the config script

#

systemctl status 'whateveryounamedyourstartscript'

#

check the PIDs, it should give you your ports

#

those PIDs will point to your startup script

#

Do you see this?

grim mica
#

In your screenshot it has an invalid syntax (space after the ServerQueryPort) and those params dont even work anymore with 1.0.. i'm still super lost as to what specifcally your claim is regarding Linux somehow being better at configuration than you can get with Windows

cold narwhal
#

or if it is, you didnt post it.

grim mica
#

What?? How it is not configured to do anything? Thats how its running

cold narwhal
#

you posted the exec, not the scipt itself.

#

serviceexecstart= string

#

you underline log unatttended for some reason

#

its okay to say you don't know what your talking about.

grim mica
#

Right, showing those are the only params I am using for startup

#

Okay, i'm just done.. either you are trolling or just actually dumb

cold narwhal
#

Im just asking for the ports run by that .sh script denoted by your post

hard shoal
#

hello

#

when i try to connect to my dedicated server it says failed to connec to server API
but when my friends try the same server they can connect to it

#

how can i fix this

#

anyone can help ?

grim mica
#

Can you open the server IP in a web browser?

#

Should get this, add the port as well so https://<ip>:<port>

tough portal
#

anyone else getting frame rate drop, like i mean joining and playing for a few mins at 90+ FPS to then getting 7 FPS after a few mins

tough portal
#

like, if i go back to main menu, i can get my FPS back to normal, then between 1-30mins of play ill get that FPS drop to 7-8 FPS

#

i got a vid of it doing it

hard shoal
#

@grim mica

#

what to do now

celest leaf
#

try in Chrome

hard shoal
#

i dont have chrome

#

in edge

#

my friends can connect to the server but i cant

barren tundra
#

Is this still correct?I don't know anything about servers but tried to set one up.

hard shoal
#

or use pterodactyl for one

barren tundra
#

Oh never mind, can't send the link

hard shoal
#

anyone

barren tundra
#

I am bust with the steam server

#

steam satisfactory

hard shoal
#

hm.

barren tundra
#

I can play on the server but no one else can 🙂

#

Btw what is a session ID and where do I find it?

fresh mason
#

Hi. I rented an online server from Apex Hosting to run a multiplayer Satisfactory save for me and my friend. I want to backup and edit the save file because of some glitched crates. I also need to back it up because the admin password isn't working and I need to reset it. However, I'm having trouble finding the save files. I tried accessing

%AppData%\Local\FactoryGame\Saved\SaveGames\server
But the server subfolder doesn't exist. Instead, I see ServerManager_V2.sav (Date modifed is only a few minutes old).

Is this the save file that I need to backup?

#

(I also do not see anyServerSettings.PORT.sav file that I need to delete to reset the admin password)

#

Nvm, I think I found it in a backup that the Hosting Server runs

hard shoal
barren tundra
#

Can be your firewall?

oak pike
oak pike
oak pike
#

If your friends want to connect to your server, they'll need to do so through the server manager.

languid juniper
#

Is there any explanation or workaround available, why sometimes (but only sometimes) on dedicated servers, some conveyor belts etc. just won't build unless you retry over and over?

oak pike
#

can you connect now to the server?

hard shoal
#

lemme try

oak pike
#

hmmm

hard shoal
#

what to do

oak pike
#

maybe you can try to connect to your servers api via your browser via your mobile if that does not work via wifi try 4G and see if you can connect?

#

Also is it selfhosted?

hard shoal
#

yes

#

hosted on pterodactyl

hard shoal
oak pike
#

https://{ip}:{port}

#

make sure https:// is in front else it wont work

hard shoal
#

ok

#

wait

oak pike
hard shoal
oak pike
#

So you can connect to the api

hard shoal
#

but i get the error in the game ?

oak pike
#

😂

hard shoal
#

nothing happens it just reloads

oak pike
#

what if you remove it and add it again?

#

maybe there was a typo in the port

hard shoal
#

what to remove ?

oak pike
#

the dedicated server form your game

hard shoal
#

wait

oak pike
#

maybe there is a corrupt file or somthing

hard shoal
#

should i reverify the game ?

oak pike
#

Always worth the try

hard shoal
#

okay

#

it means like my firewall is off and i can connect to the server api that means there is a issue with the game itself i guess

#

nope no problems within the files

oak pike
#

It works for your friend so i don't think so.

#

May i ping your server and see if i get e response

hard shoal
#

oh sure

#

i will dm you the server

#

my friends are currently on the server

hidden forge
#

if the web api is rechable but game says error something is wrong with the UDP connection

oak pike
#

I can connect to it via the game and his friends too. its something whit the certificates it seems like

deep turret
hard shoal
noble brook
#

Hello. Are there any servers, friendly for new players, I want to play in a company, just bought the game 🙂

karmic quarry
noble brook
#

Thank you

icy shuttle
#

Ok, i'm really confused and can't really find anything on the web to help. Maybe someone here might be able to help? I have a dedicated server running at a friends house. It's been fine till this morning. I went to log in and it was "offline". I connected via PuTTY and restart the server. I see it come up and am about to click join when the server went offline again. I reboot my system and the factory server reconnect and as soon as the server is back up i click join. It doesn't load in, i ended up with this error and now the factory server appears offline again.

slim salmon
#

@hard shoal have you tried adding -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any to the start parameters?

icy shuttle
#

I don't get it, i did an ss status and then the game came up. I'm now connected. No idea what happened and I didn't modify the ini

slim salmon
#

Grimmy, maybe just some hickup.
Next time check the server logs/the terminal output. Looks the server was confused/crashed.

icy shuttle
#

i did do a ss restart

#

and still had teh issue. Maybe there was some network glitch. I'll go with the "gremlins" theory.

#

Thanks for the reply!

dreamy temple
#

Question for those on dedi servers.

I have no issues running Satisfactory on my desktop. It's plenty beefy for max settings, but I struggle to run it on my laptop.

Do most people experience better performance on lower end machines if they play on a dedicated server with Satisfactory or is it pretty much still the same performance requirements as the graphics and all are still handled locally (for the most part I would assume).

neat iris
#

what are the specs of your laptop?

cedar wasp
#

My server is satisfactoryserver with port 7777, but what protocol do I choose in Cloudflare Tunnel?
I think the server has the self signed cert (I had to click it when logging in using satisfactoryserver:7777)

#

when I choose HTTP or HTTPS nothing happens, I am sent back to the main menu

#

also noticed that joining the selfhosted server is via Server Manager and not via Join Game

neat iris
#

Satisfactory runs on both tcp and udp

cedar wasp
#

well yes

#

and I assume UDP is needed for the data stream, and TCP for handshakes

#

I simply have a server running in a VM
A Cloudflare Tunnel on a Pi

#

or is a FQDN not supported?

slim salmon
cedar wasp
#

I just dont wanna have an exposed port at home

#

might ask friends to install Tailscale

#

which they cant without me spoonfeeding them

slim salmon
#

why not wireguard your pi?

cedar wasp
#

the Pi has Tailscale on it

#

and doesnt plain oll wireguard not also need an open port on my FW?

#

and how do I explain Wireguard to the friends, if they cant even click 3x next to setup tailscale and log-in with their google accounts

slim salmon
#

yeah ok, I can imagine.

cedar wasp
#

I made a firewall rule now to only allow their home IP's to my router on port 7777

#

so at least I don't have half the world sniffing out that open port

quick mist
#

until their IPs get reallocated at least (:

cedar wasp
#

I have a solution to that, but thats offtopic

#

they have to go to my silly URL to click a button, so I log their IP's to give access to a media server

quick mist
#

neat, and effective.

slim salmon
#

(i dare to say an open port itself isn't too bad. depends what, if any, is listening on it)

cedar wasp
#

Gotta take off my tinfoil hat for that

#

but I might just get a VPS and route it that way

quick mist
#

That's what I do (though I do a lot more than Satisfactory with my VPS)

cedar wasp
#

friend -> VPS -> wiregaurd -> game server

#

I would only use it to proxy the traffic

#

then some fail2ban and done

#

I laughed reading that

slim salmon
#

(smol advice) i recently changed lots of the default ports for stuff. purely to reduce log noise.

slim salmon
#

general setup. maybe fail2ban handles that anyway.
oh in this specific case port 7777 to whatever.

noble sluice
indigo plinth
#

Hi everyone, sorry if the question has already been asked... I've looked on many forums but didn't find an answer for my dedicated server on Epic (I see many answers about Steam server).
I've downloaded the Dedicated server from Epic and it runs well... But when my client or a friend's client update, we cannot connect due to the difference between client and server version. Also, i've set up the auto-restart at 5am, but it doesn't auto-update... how should I do ?
Thanks for your help ! 🙂

iron scarab
#

anyone else having the issue with not being able to cut down trees. or they not disappearing when cut?

amber falcon
#

We've reached object limit. Where can I find the file on a dedicated server to increase it?
According to the wiki it only points to:
%LOCALAPPDATA%\FactoryGame\Saved\Config\Windows\Engine.ini

Or do we need each to increase that on our local files?

brazen zinc
#

probably just the server but I don't know.

#

also just restarting the game can release a bunch of leaked objects, too

#

(not 100% sure on that for dedicated server but for "normal" game it does)

proper remnant
slow bloom
jovial veldt
#

It's been a few since I've run a decidated server. I tried firing up a new one today, I thought I'd cleared the old world data but when I loaded in the world was still at tier 2 when I last played in .8 and I still had all my kit in my inventory. Can anyone point me in the right direction to start it all up as new?

slow bloom
#

You can do it through the Server Management tab in-game. Just navigate to your server, click on Create Game, then boom.

jovial veldt
#

That's exactly what I did. Created new game > start game. I was in at the new starting location vs the old but the world was still Tier 2 and I had all my old stuff. Even chose a new name.

#

Milestones are at none but the Tier is 2 and my inventory has all the same stuff as it did last time I played a year ago.

slow bloom
#

that's really weird, I'm pretty sure Dedicated Servers start by default at T2 right now, but you keeping your inventory is wild

jovial veldt
#

I'll do another reset on it. Maybe I had an old save or something by the same name that I missed. It's been a moment =D Didn't know they started at T2 now, thanks for that info.

mint river
#

sorry for the late reply but i basically made a server using the wrong ip and deleted the files and redownloaded it and the server was still there

noble sluice
hybrid moss
#

hey i have no idea what im doing wrong setting up the dedicated server but i have my ports opened i used steam cmd i used the server manager in satisfactory to change settings but my friend is getting this error when trying to join..i can join it and it works idk whats up

#

this is the most confusing setup ever

slow bloom
hybrid moss
#

its just too jank i give up

glad nest
#

atleast thats what it looks like.

#

since it says "IsServer: NO" it sounds like hes trying to join through p2p mode.

hard shoal
#

@slim salmon nope not fixed

noble sluice
hybrid moss
glad nest
#

and is he using your public ip?

hybrid moss
#

7777 and yes

#

upd and tcp

#

none of it makes sense i run a terrarira/minecraft/teamspeak server currently as well and ive never had issues setting those up

chrome depot
#

is there a way to set a custom spawn location? (I want everyone to spawn in the swamp)

glad hawk
#

you're evil

chrome depot
#

Muehehehehe

quick mist
candid quiver
#

Hey,
First thing, thanks for your amazing game !
I did the maj, but now the dedicated server doesn't seem to work...
I can run him, saw him in server manager, but when i try to connect, it's load long time and never success to connect....
In the console, server spam theses messages, I don't know if someone already saw them / have a solution for this ?

LogCircuit: Warning: Tick, circuit '35' has 23 reachable components but only 11 listed. Re-adding reached components.
[2024.11.11-16.30.40:958][314]LogCircuit: Warning: Tick, circuit '35' has 23 reachable components but only 11 listed. Re-adding reached components.
LogCircuit: Warning: Tick, circuit '1' has 937 reachable components but only 925 listed. Re-adding reached components.
[2024.11.11-16.30.40:992][315]LogCircuit: Warning: Tick, circuit '1' has 937 reachable components but only 925 listed. Re-adding reached components.
LogCircuit: Warning: Tick, circuit '35' has 23 reachable components but only 11 listed. Re-adding reached components.
[2024.11.11-16.30.41:023][316]LogCircuit: Warning: Tick, circuit '35' has 23 reachable components but only 11 listed. Re-adding reached components.
LogCircuit: Warning: Tick, circuit '1' has 937 reachable components but only 925 listed. Re-adding reached components.
[2024.11.11-16.30.41:071][317]LogCircuit: Warning: Tick, circuit '1' has 937 reachable components but only 925 listed. Re-adding reached components.

Thanks in advance 🙂
(I launch server in windows via epic games)

quartz kayak
#

Is there a good flying mod for dedicated servers yet? I loved the pak utility but I can't seem to find something like that for dedicated yet. Is it just a waiting game?

umbral moth
#

Question, there's an issue with foliage being loaded in although previously it was destroyed but it reappeared and is now indestructable

dire stone
#

Have I mislead myself, or do you need to open 7778 as well as 7777? It also seemed to help when I split the open ports for tcp and udp instead of together. That only got connection issues a bit further into the process, it wasn't until I opened 7778 as well that I was able to connect.

cold narwhal
#

You can set the ports to whichever you like, the default is just 7777 TCP/UDP.

dire stone
#

Weird. Well whatever I did, it started working lol.

umbral moth
kindred agate
#

Hi, I'm running a dedicated server, but I'm dealing with a broken server administrator password. After setting up the server, the server just turns on and the password I entered there doesn't work.
I am running the server on windows..
could it be because I changed the server port to a different one?

finite sierra
devout orchid
#

I love that I can leave the factory running now..

#

So, many, ITEMS.

devout orchid
#

On the wiki look for "How do I reset the Administrator password?"

opaque fiber
#

The quality of dedicated servers

#

when I've played on dedicated servers before

#

is awful

#

genuinely

#

For other games hosting never had issues as much as I have for this game

cold narwhal
#

lol it’s human error. I set up my dedi server in an afternoon and it’s been running ever since. The only maintenance is regular restarts to flush cache and logs that are scripted and run on a chronjob.

#

Not CSS’s fault that people are trying to configure something beyond their skill set.

opaque fiber
#

...

#

It's not human error when I've literally gone into the ini files and changed things just to get it working smoothly

#

At least not user error

#

feels more like their fault than users

#

especially when I've seen multiple posts at this point complaining about the dedicated servers

cold narwhal
#

people only post here when they cant get things working; its survivorship bias. and just because you have trouble doesnt mean something is wrong with the game. just means you aren't doing something correctly.

quick mist
#

but there also could be something wrong with the game. But most major issues have been more or less put to bed at this point; most of the problems with the server at this point amount to papercuts.

cold narwhal
#

Fair, im not trying to say that it is flawless, but it certainly isn't poor quality. These are some of the easiest servers I've ever configured.

quick mist
#

indeed. Granted the configuration and admin tooling is admittedly somewhat anemic beyond setting passwords and ports, the API is pretty cool and does provide a lot of utility. I had more trouble getting my Icarus server up and running, that's for sure.

cold narwhal
#

Yeah the "claim a server and set the password" level of admin control is definitely lacking, but that is definitely small potatoes from a functional level. Setting up an Odin Maplestory server circa 2005 was rocket science by comparison

quick mist
#

honestly my main complaint isn't even a server-specific thing. The typeface used on rail stations is pretty sparse for glyph support. I can name a station "H₂SO₄ Pickup" but it doesn't display properly on the station sign; only the timetable UI and similar lists.

#

(it shows as "H[]SO[] PIckup", indicating the typeface doesn't have the subscript numeral glyphs)

#

Signs on the other hand don't have this problem (:

cold narwhal
#

that... is an extremely specific gripe. I don't disagree with it necessarily, but yea

#

That isn't even a typeface thing, right? That's gotta be a text encoding thing. I wouldn't necessarily expect there to be emoji support, same as I wouldn't expect sub or super script

#

I mean, MS Word and Excel can't even get that right half the time without 3 separate windows

vast bison
#

Anyone running linux based dedicated servers?

#

I'm getting a segfault everyonce in a while killing the server

#
[2024.11.12-05.58.17:698][934]LogNet: UNetConnection::SendCloseReason:
[2024.11.12-05.58.17:698][934]LogNet:  - Result=ControlChannelClose, ErrorContext="ControlChannelClose"
[2024.11.12-05.58.17:698][934]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: ___.___.___.__:_____, N
ame: IpConnection_2147461522, Driver: GameNetDriver FGDSIpNetDriver_2147472441, IsServer: YES, PC: BP_PlayerController_C_2147461166, Owner: BP_PlayerController_C_2147461166, UniqueI
d: Steam:1 (ForeignId=[Type=6 Handle=0 RepData=[C0715F0901001001])
[2024.11.12-05.58.18:755][935]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
cold narwhal
#

Like, how do you shut it down?

vast bison
#

I have not manually shut it down yet - it has been killing itself

cold narwhal
#

OH

#

The server is segfaulting and shutting itself down

vast bison
#

yes

#

that is the error that I posted

#

it looks like it occurs when the last player leaves the server

#

but I don't know enough about the logs to understand if that's correct

cold narwhal
#

Its an invalid write; does that happen when someone leaves? or randomly?

#

the server default is to write a save whenever someone leaves, so that is why im asking

vast bison
#

I believe it's when people leave

cold narwhal
#

oh wow that is a new one. What does your memory utilization look like on the server?

vast bison
#

low - my setup has 32GB of RAM with a peak utilization of ~16

cold narwhal
#

Can you tell me about your setup? LAN or remote? how is it being hosted?

vast bison
#

remote and hosted on my local machine

#

remote for the players

#

local for me

cold narwhal
#

do you play on the same machine that you host on?

vast bison
#

not during the crash no

#

but launching the client and connecting to the server (via the global IP not local) seems to make it crash less

cold narwhal
#

Okay, when you do play with your remote hosts, do you play on the same device that you host on?

vast bison
#

yup

cold narwhal
#

My thought is a permissions error. I don't think the service has the permission to write to the disk when the remote client closes the session.

vast bison
#

why would that result in a segfault instead of an error about permissions?

cold narwhal
#

Because they didn't program a graceful shutdown in this instance

vast bison
#

also why would it have permissions to auto save while the server is running?

cold narwhal
#

Hm... that is a good question.

#

Remote host leaves, we do a write, but that write fails. This is the thing that gives me pause

#

FMallocBinned2 Attempt to free an unrecognized block 0x2000000000

#

I think we are doing a write which should be OK, but turns into invalid memory becuase the write fails

#

so, I still think its a permissions error.

vast bison
#

FSendingRepState::~FSendingRepState this is calling a deconstructor on memory that has already been freed (by the error message)

#

I don't understand why it is doing that though nor what !UNetConnection::CleanUp() is supposed to do

cold narwhal
#

Result=ControlChannelClose, ErrorContext="ControlChannelClose"

#

The control channel shouldn't be closing, right?

#

Cant write to shit if your connection is closed.

#

UE control channel who are you I wonder

#

server stops listening on player disconnect. I think thats the guy.

vast bison
#

I have just disconnected and connected successfully several times

cold narwhal
#

Yeah but your aren't the problem, your remote hosts are.

vast bison
#

the remote clients yea but the way I am connecting it should be the same

#

I am not connecting using a local IP

cold narwhal
#

You said you are hosting and playing client on the same box?

vast bison
#

yes

cold narwhal
#

yeah thats it.

#

From 1.0 they changed the network config from unique listening and beaconing ports to 7777 UDP/TCP and every night someone with a similar issue posts

vast bison
#

there is no issue with port forwarding, connecting or maintaining a connection

cold narwhal
#

Try changing the server config; anytime someone hosts and clients on the same box with the same ports it shuts the server down when a remote client leaves

vast bison
#

I have tested against this case

#

I have launched just the server without client

#

and then gotten the remote clients to connect and attempt to crash

#

and ran into the same segfault

#

without any local client

#

are you saying if the client is installed this behaviour will always happen?

#

or if the client is running?

cold narwhal
#

If the client and server share the same NIC, yes I think thats the case

vast bison
#

so I need to uninstall the client?

#

also wouldn't this behaviour be reproducable right now?

cold narwhal
#

Or virtualize the server or run a loopback

#

yes it should be reproducible

vast bison
#

does this behaviour only occur when there are remote clients + my local one

cold narwhal
#

if its intermittent then we need to think some more.

vast bison
#

or anytime my local one connects and disconnects?

#

I have not been able to reproduce this now with just a local client + local server

#

I have been able to reproduce this with local client+ local server + remote client

#

I have been able to reproduce this with local server + remote client

cold narwhal
#

It would be any time your client is up and forwarding the server ports, since they share the same NICE.

#

local to local makes sense since they have the same 1=1 port mapping open

#

NIC*

#

Local client + local server + remote host makes sense since too; if your local client/server closes those ports for any reason the server has no listening port anymore

vast bison
#

this is the log from my "local client":

[2024.11.12-07.05.06:013][376]LogNet: NotifyAcceptingConnection accepted from: __.__.___.___:41518
cold narwhal
#

If you were to join the game, stay in the game, and the remote host were to leave, that would either confirm or deny my theory

#

Yeah that log just says you joined on a local randomly assigned port, which is normal for NAT

#

we arent forwarded random NAT ports, just the specific server ports, which the defaults for 1.0 are 7777 TCP/UDP

#

Your server should be listening remotely on 7777 TCP/UDP for anyone outside your local network. Internally, you'll get random port numbers for NAT if you join as a player on the same box as your server. Thats multihosting

#

Im guessing the server doesn't really consider multibox or NAT ports; if its beacon port closes, the server says "im done listening now I guess" and shuts down, since its configured ports are now closed.

vast bison
#

yes but if this were the case I wouldn't be able to connect and disconnect repeatedly right now

cold narwhal
#

Yes you would? Your connecting as localhost 0.0.0.0 any on Linux

#

Your sharing your NIC with your server, you can connect no matter what.

#

I literally just had this disucssion over the weekend.

vast bison
#

are you saying that when I went to server manager I used localhost 0.0.0.0 in order to connect with my local server via my client?

cold narwhal
#

Im saying it doesn't matter, because you share the same hardware interface

#

unless you subnet or mask in some way that makes your host completely unique, it doesnt matter, because your on a class B or C network, so it doesn't care.

#

its only looking at the last octets

#

hence subnet masking

#

unless you are reaching OUTSIDE your internal network, using a proxy or VPN to then tunnel back to the server, then yeah ok we should do more digging, but I highly doubt that.

vast bison
#

I do not know what this has to do with the case of ONLY remote client + local server

cold narwhal
#

Yeah I think its a bug from the 1.0 port change. A server shouldn't shut down when a particular remote host port is closed, but.... it does.

vast bison
#

this is the only segfault I am getting

cold narwhal
#

Since NAT hosts assign ports randomly, there are no other ports to listen to, so it just kind of goes "idk close I guess"

#

the segfault is write error because the connection closes before the the write operation can happen

vast bison
#

the error is a double free shown in the logs

#

it is trying to deallocate the same object twice

cold narwhal
#

Remote client, using default ports, without the NAT host, leaves, all ports close, no save on client exit can happen, segfault trying to write to memory it cant access

#

its trying to cleanup and deallocate AFTER the write error occurs.

vast bison
#

no its trying to access memory it is not allowed to access anymore because it has already been freed

cold narwhal
#

Your server control channel closes before the write; line 934 precedes line 935

vast bison
#

that log just says that it is in the process of closing

#

if you look at the stack trace below it, it is just a double free

cold narwhal
#

and closing happen serially

#

oh

#

I agree with that your saying. But that isn't the root cause.

vast bison
#

the root cause is inside the code

cold narwhal
#

Root cause is the server shutting down because it sees specific ports closing that it is configured to lsiten to.\

#

no friend, if that were the case you were be like the 23472349023490th person to report this.

vast bison
#

so people have shown you these exact errors logs?

cold narwhal
#

Thats my point, they haven't. But I've fielded a bunch of "remote client leaves and server shuts down" posts

#

and its always people hosting on the same box they play on.

#

and its always "this worked before 1.0!"

vast bison
#

I appreciate the fix I will now go launch my client on another computer

cold narwhal
#

or like, change the server ports.

#

but yeah go do that.

hidden forge
#

NAT is only when you go from a private IP net to some other IP net. Inside your local subnet there's no NAT

small field
#

anyone else notice that the auto pause settings enables it self after a server restart

deep turret
#

check how you are restarting it

small field
#

its happens after a 24 hour auto restarts

small field
#

i keep getting issues of when i try to build/place anything it wont do it and i see this in the server console

[2024.11.12-11.42.25:378][901]LogBuildGun: Warning: (1) Holo_PowerLine_C_2147407203 failed to construct due to UFGConstructDisqualifier: FGCDEncroachingSoftClearance
[2024.11.12-11.42.25:378][901]LogBuildGun: Warning: (1) Holo_PowerLine_C_2147407203 failed to construct due to UFGConstructDisqualifier: FGCDIdenticalOverlappingBuildable
[2024.11.12-11.42.25:378][901]LogBuildGun: Warning: (1) Holo_PowerLine_C_2147407203 failed to construct due to UFGConstructDisqualifier: FGCDInvalidFloor
[2024.11.12-11.42.25:378][901]LogBuildGun: Warning: (1) Holo_PowerLine_C_2147407203::Server_ConstructHologram, failed to construct hologram from construction call.
sleek nimbus
deep turret
small field
deep turret
#

I suggest you set the setting
then manually force it to restart
for some reason it fails to save some settings when gracefully shutting down

cold narwhal
small field
#

No not a blueprint

cold narwhal
#

In that case I would delete and replace the floor your building the powerline on, and maybe try to space stuff out a bit more; the error is for soft clearance (bounding boxes) and it seems to think your floor is invalid

#

but its definitely a bug... I haven't found a fix for it yet

pallid cypress
#

whats the best place to rent a dedicated server for satisfactory ?

devout orchid
#

How have people been doing with running mods in a dedicated server?

#

I was thinking of trying out a few, like the daylight control mod.

woven sundial
#

How do I start a dedicated server?

devout orchid
wide briar
pallid cypress
neat iris
#

Use SMM/SML for best results

#

very easy. Just specify path or FTP details of server and click away

devout orchid
#

Neeeat

devout orchid
keen chasm
#

Suggestion: End server log with: "Server is fully loaded. Access it with epic://xxx".
Suggestion 2: Even a console app can have a configuration interface. Command line or window, doesn't matter. This isn't 01.01.1970 anymore.

modest ibex
#

how are dedicated servers now compared to when they first dropped?

grim mica
remote barn
#

where are the save games saved?
where to upload blue prints?

on a linux vps headless steam cmd
if u need more info ask

#

found it

young laurel
#

Is there a way to run a console command at server startup? having to set a debug variable daily and id like to automate it

remote barn
#

which os?

young laurel
#

hosted on a linux

remote barn
#

check out what services do on linux ask chat gpt or something and tell it udlike a service tu run a file o a command on boot or crach

young laurel
#

thanks ill try that

remote barn
grim mica
young laurel
#

yep

young laurel
grim mica
#

Its the right spot

#

One sec

#

Its [ConsoleVariables]

young laurel
#

scripts/consolevariables?

grim mica
#

Engine.ini

[ConsoleVariables]

young laurel
#

oh buddy you are the best!

grim mica
slim barn
#

~~I am trying to run the Docker compose for creating a Dedicated server, as i want to test different VPS providers. However i can't load an existing save.
I tried:

  1. Create C:/SatisfactoryTest folder
  2. Place /Saved from previous server in C:/SatisfactoryTest folder
  3. running Docker Compose, binding the volume:
    ´´volumes:
    • "C:/SatisfactoryServer:/config"
      ``
  4. Connecting to the server.

I can connect just fine, however the server doesn't "see" the Saved folder / the savegames in the folder?~~

I have found out i am a dumbass, and wrote the path wrong. D'oh!

vestal minnow
grim mica
wintry crow
#

Hey, linux noob here. I followed the offical guide and got my server running but it's been a while and i can't seem to figure out how to get it updated.
I ran the original install script again from my main user, not the Satisfactory user. Could that be the problem?
Or am I not in the right folder?

bright orchid
#

You'll need to run it as the Satisfactory user since it's the one that originally installed it

acoustic pecan
#

Do we know if hologram being shown when you deleted a blueprint is a known bug?

noble sluice
south grove
#

@drowsy osprey you have to port forward in a couple of spots both in and out

slim barn
#

Question regarding performance: I am running the server as a docker container, however the server is being laggish - ping is fine, but trains are rubberbanding. Is this the server or the docker container being the typical fault?

south grove
hidden forge
cold narwhal
slim barn
#

Yea i think i figured out the likely issue: Network quality medium really hampered things. I've set it to Ultra and that have smoothed out things a ton!

cold narwhal
#

yeah that quality settings sometimes helps a lot

slim barn
#

Minimal rubberbanding with trains now, so at least thats progress

sour wren
#

Hello. I got a version missmatch between client and server. I used "steamcmd.exe +login anonymous +app_update 1690800 validate +quit". It still reports the version missmatch.

sour wren
#

*fixed

slim barn
#

@cold narwhal so it turns out the reason why i am experiencing Rubber-banding is this: It is using 80% of the CPU just running the game. Going in a train? 95%.

wheat acorn
#

My satisfactory server seems to go offline any time I disconnect from it. Any idea why that is?

#

I'm just launching it from steam.

noble sluice
cold narwhal
cold narwhal
wheat acorn
#

The log makes it seem as though the server should still be running, but we cannot connect to it from the game client.

cold narwhal
#

Are you playing on the same box you are hosting the server on?>

#

If so, do you have multihome configured?

hidden forge
wheat acorn
wheat acorn
cold narwhal
#

multihome logically separates a NIC to allow you to configure multiple IP addresses on one card. There is a line to add in the server config with the -multihome flag and a unique static IP

#

Its not normally supposed to be necessary to do this, but there is currently a bug with this build that causes a full socket close when the admin leaves the server and only occurs when the admin and server are on the same machine

wheat acorn
#

Ah. I see.

cold narwhal
#

If you have a differnt machine that you can host the server on that would also fix the issue

wheat acorn
#

If I ran the server in a docker container would that resolve the issue?

cold narwhal
#

I should think so, since there would be a virtualized interface for your server to bind to

wheat acorn
#

I'll try out those solutions. Thank you so much.

wheat acorn
#

Setting multihome didn't work, but setting it up on a docker container did.

cold narwhal
#

Good to know that multihome isn't the right answer, I was hoping it would be the easier fix but at least we have a reproducible work around

#

and im glad your server is up and running!

hidden forge
#

yeah, played a bit with multihome, ipv4, ipv6, 6to4 and 4to6 but nothing changed.
maybe additional IPs could work but, imo, thats too much effort for a single game-server

wintry crow
#

I tried to setup the nightly auto-update but I'm a bit confused on how or where I'm supposed to run the commands.
where as in "what folder" not how to SSH. That part I have down.

#

I hate to ask, but if installed on Ubuntu using the default settings, what folder and user do I use, and what command do I run to update it?
Better yet, how would I set it to auto update?

cold narwhal
wintry crow
#

@cold narwhal I would LOVE some help!

cold narwhal
#

alrighty; so

#

are you running your server using SteamCMD?

wintry crow
#

I believe so.

#

It's the latest Ubuntu Desktop

#

I'm not 100% sure how directories work in linux so i used whatever the default was.

cold narwhal
#

steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 +quit

#

for the default

wintry crow
#

okay, and which user do I run that as and in what folder?

cold narwhal
#

start with 'su'

#

that will elevate your terminal to admin

wintry crow
#

as my user or as the satisafactory user

cold narwhal
#

on whichever terminal the server is being hosted on

wintry crow
#

I think you misunderstood my question

cold narwhal
#

'su' means "im not longer a regular user, please elevate me to admin"

#

and it will ask you for the root password

wintry crow
#

So it doesn't matter which user?

cold narwhal
#

correct

wintry crow
#

I know what super user is, I just thought it mattered which user I was logged in as

#

okay. I'm logged in as me, but SU

#

hmm..maybe not

#

Isn't it sudo su?

#

su doesn't accept my password but sudo su does

cold narwhal
#

it really depends on your sudoers file; but really any command that requires elevated priviliges will ask you to elevate so it should not matter

#

then sudo su is okay for this.

wintry crow
#

Okay awesome. I'm there.

cold narwhal
#

Now, I am assuming you did the default install directory as you said, so this would be the command for steamCMD

wintry crow
#

yeah, didn't change anything.

cold narwhal
#

steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit

wintry crow
#

just run that in my home folder?

cold narwhal
#

Run that in the elevated terminal window, yes the '~' is a relative file path from your home directory

wintry crow
#

I'm afraid I don't understand what a relative path is

#

it just 'knows' where I installed it last time?

cold narwhal
#

instead of thing/thing/thing/server; we just use '~'

wintry crow
#

okay, here goes.

#

nope. game still says version mismatch

#

game version 378208
Server version 372858

#

same result.

#

no errors during update.

cold narwhal
#

yeah then its probably not writing to the directory

wintry crow
#

wouldn't it say something during install instead of completing without throwing errors?

cold narwhal
#

sometimes, but not always.

wintry crow
#

That seems poorly designed.

#

so what now?

cold narwhal
#

nothing is perfect. Now, we login directly as root, find the direct filepath (not the relative filepath) and run the command out of it

wintry crow
#

I am told that linux cannot login directly as root, it can only call it.

#

I do not have a password for root

#

Ubuntu doesn't ask to set one up during install

#

I know where the server folder is, if that's what you're asking

#

or rather, I somewhat know where it is.

#

It's under the "satisfactory' user the guide had me create

cold narwhal
#

I mean, your told wrong, but I'll work from what your giving me. go to the install folder for the server in your terminal

#

then just type su

#

it should ask to elevate with a password

wintry crow
#

su doesn't work. it asks me for a password I don't have.

#

Only sudo su works.

#

is that the same thing?

cold narwhal
#

its not unfortunately

wintry crow
#

headdesk

cold narwhal
#

doesnt mean we can't try it

wintry crow
#

well I have installed ubuntu quite a few times and it has never asked me for a root password

cold narwhal
#

are you making sure to shut the server down before attempting to update it?

wintry crow
#

It's definitely not running.

#

I'll reboot and try the command again.

#

okay, this time the update took WAY less time.

cold narwhal
#

root always exists. a sudoers file (sudo command) just elevated a user to admin privileges. I'm suggesting root because I don't know your config and root has all privileges. Its not really meant to be used for anything

wintry crow
#

It's the most default config you can get.

cold narwhal
#

Otherwise we would be trying to change file permissions and that is a mess

wintry crow
#

Install ubuntu with defaults then add a user, give it a password then bam....desktop

#

run sudo apt update && sudo apt upgrade -y
Finish
reboot

#

follow satisfactory dedicated server guide to the letter.

cold narwhal
#

yep that for the OS itself that definitely works

wintry crow
#

That is the extent of my setup

#

Still version mismatch 😦

cold narwhal
#

okay; do this then; 'ls -a' your home directory

wintry crow
#

in which user

cold narwhal
#

how many users do you have?

wintry crow
#

The satisfactory guide requires that the user "satisfactory" be used

#

or at least, added.

#

as a non-root user

cold narwhal
#

good on them for being cautious, that user then

wintry crow
#

just 2 users
Me, and Satisfactory

#

okay. I'm logged in as satisfactory

#

ls-a

#

oops

#

ls-a : command not found

cold narwhal
#

ls -a

#

space

wintry crow
#

ahh, missed the space

#

okay

#

done

cold narwhal
#

SatisfactoryServer

#

one of the directories?

wintry crow
#

I only have "server" and "SatisfactoryDedicatedServer"

#

well, there are others but nothing server related

cold narwhal
#

so we are seeing it there and so relative filepath should work; so we can eliminate the directory problem.

#

lets see who you are operating as: type "whoami"

wintry crow
#

output : satisfactory

cold narwhal
#

so we are in user land

#

sudo su; then authenticate

wintry crow
#

can't. satisfactory is meant to be a non-root user

#

it specifies this in the guide.

cold narwhal
#

prepend the steamcmd command with sudo

wintry crow
#

so logout into my normal user?

#

or no

cold narwhal
#

stay in the same terminal; use the command I provided earlier, but use 'sudo' at the front

wintry crow
#

I appreciate the help man, but I've already stated a few times that "satisfactory' user is non-root

cold narwhal
#

'satisfactory is not in the sudoers file'

#

?

wintry crow
#

it cannot sudo anything

wintry crow
cold narwhal
#

this is how troubleshooting works. I don't know shit about your setup.

#

So I am figuring it out as we go.

wintry crow
#

I've already told you everything is default

#

just my user, then the guide.

#

That's all this system is for.

cold narwhal
#

so naturally, you need to add the 'satisfactory' user to the sudoers file.

wintry crow
#

the guide specifically states the satisfactory user MUST be non-root

cold narwhal
#

Then the guide is wrong, because you cannot write to disk without permissions, and being in the sudoers file does NOT make your "satisfactory" user root.

#

Root is root.

wintry crow
#

Linux
A user without root privileges needs to be used for the installation. Using root might cause issues with permissions and missing libraries.

#

that is direct from the guide.

#

the official one.

cold narwhal
#

adding an account to the sudoers file does not make them root.

#

root is a very specific account.

wintry crow
#

no, but it gives them root privileges

#

which it is specifically saying will cause issues.

#

@golden roost can we get a clarification on this mate?

cold narwhal
#

Your other option is to change the permissions for wrx on your drive and allow your 'satisfactory' user the permissions necessary to modify your installation files.

wintry crow
#

If that user can't modify files, then how is it able to install the server?

cold narwhal
#

I don't know. Did you audit permissions on that directory to verify their permissions

wintry crow
#

This is the offical method:
If your server was installed using the SteamCMD command-line client, you can shut down the server instance and then use the same command you used to install the server to check for and install an update.

cold narwhal
#

?

wintry crow
#

I don't know how to audit permissions.

cold narwhal
#

The official guide, I assume your using the gg wiki?

wintry crow
#

I can run the original install command using that satisfactory user and it runs and completes.

#

I don't know what gg is

cold narwhal
#

this one

wintry crow
#

oh. yes.

cold narwhal
#

Okay, you need to understand that "Linux" is not ubiquitous. Ubuntu is not the same as Debian, etc. Each has their quirks.

wintry crow
#

it seems to have changed the non-root user to {steam} instead of {Satisfactory}

wintry crow
cold narwhal
#

They say "dont run as root" because running as root is horrible security practice, not because it messes things up, at least in most cases.

wintry crow
#

"let's further complicate an already complicated OS by making different distros not work the same"

#

It's no wonder people pick windows.

cold narwhal
#

Im not suggesting you run as root; but what I am suggesting is that unless you understand your own permissions settings, you may not be able to update the server.

wintry crow
#

If you understand Ubuntu, then it's whatever the defaults were.

#

I don't know how to tell you anymore. I've never once touched a permission in linux.

#

wouldn't even know how.

cold narwhal
#

this is easily fixed by adding the account to the sudoers file to grant them write permissions to the server directory.

wintry crow
#

I do not know how to do that.

cold narwhal
#

Google is your friend. I'm not a help desk.

wintry crow
#

All I know is the guide i used ended with a functional server.

#

Cool, so you were all good to help until you didn't want to anymore. Thanks for nothing.

#

Suddenly you're "not a helpdesk".

cold narwhal
#

shrug.jpg

wintry crow
#

WTF did you bother helping for then?

cold narwhal
#

Well you understand the problem now, don't you?

wintry crow
#

no, I really don't.

#

what i understand is you offered to help and then gave up

cold narwhal
#

Then maybe don't attempt running a dedicated server.

wintry crow
#

we got to a permissions thing then suddenly you peaced out on helping.

#

Cool, so now you're being a dick. what did i do to you?

#

I was running one just fine until i needed to update it. don't be rude.

cold narwhal
#

Okay, I won't be rude. Add the user to the sudoers file, I know that you can google.

wintry crow
#

You know what? Keep it.
I was learning up until you gave up and started being a dick.

cold narwhal
#

Login as that user, sudo the steamcmd command, you should be good.

wintry crow
#

I'm not going directly against the guide the DEVS of the game made just because some impatient asshat on discord decided he didn't want to type out another command.

cold narwhal
#

Then in that case I can't help you.

wintry crow
#

Douche.

cold narwhal
#

Without granting direct permissions to a specific user, sudoers is the most secure way of doing what you want.

#

But hey, Im a douche.

wintry crow
#

Blocked.

deep turret
cold narwhal
#

That is a fair point. And is likely the cause of their issue, and the resolution I pointed them to is still valid.

#

they could chmod their way out of it... but like, how am I going to explain that without making it worse

deep turret
#

I think the mixing of adding user to sudoers and changing directory access could be confusing

#

they likely already are sudoer if they did that mistake once before

cold narwhal
#

I tried that and asked, not in the sudoer file

#

they couldnt sudo or su

deep turret
#

su isn't sudoer dependent though

cold narwhal
#

which is why I suggested it first

#

and they were convinced su was not valid, or they didn't know the password for it.

deep turret
#

I didn't read the whole conversation
I was only commenting on the expected problems of running sudo directly

cold narwhal
#

They were convinced Ubtuntu didn't even have a root account

#

Not sure how I can help at this point. I explained the likely cause and provided a notional solution, I can't login and fix it for them.

deep turret
#

I think this is a bit of a social mismatch
I think you expected too much background from them and at the same time they were not calm enough to ask you the right questions

#

like the sudo su thing I just saw
it asks root password because root is the default target for su and/or they confused with the sudo password which is not root

cold narwhal
#

I do expect a baseline level of competency to be posting here with the intention of configuring a dedicated server. I provided a valid resolution to the problem, it is not my job to ensure that someone is capable of seeing it through.

#

If that makes me a dick, ok.

#

But I do appreciate your candor.

noble sluice
#

Assumptions are the world's least accurate science.

glad nest
#

Then you will not need to struggle much with permissions, libraries and such because all will come included in this one package.

swift coyote
#

Can anyone help me with optimizing my dedicated Server. I'm experiencing Belt Lag that I do not get when I play single player. As you can see this is a 780 Belt where the throughput of items is way lower. I can share my engine.ini file to whoever can help. Im on a 1G up/down and my server is running on a proxmox VM with way more dedicated resources than is required

remote barn
#

on a linux vps headless steam cmd
if u need more info ask

#

the mods are here

quick mist
#

(this is emphatic agreement, not argument, for the record (: )

hidden forge
#

@wintry crow if you run "ls - a", who owns the Server files?
Did you set up a service? Can you post the config?

bronze silo
#

begging 120wpm keyboard jockeys to create meaningful statuses and error messages

bleak dust
#

Hey happy players - I updated my client as prompted and then also the steamcmd ds but for whatever reason the steamcmd version is still mismatched, any updates on when we should expect the DedServ will reflect the latest DS version?

indigo plinth
# bleak dust

I have the same pb with Epic. I have to stop manually the server and then update it to be able to connect to it… i would like to know if it’s possible to update automatically

bronze harbor
#

The issue I am having is that after updating the server when I connect I get a time out shortly after, my daughters copy just crashes before getting on the server

bleak dust
#

are you running a dedicated server @KEQ ?

#

windows or linux? I play with a friend and was able to get ubuntu desktop installed on vmware workstation and then do the steamcmd ds install and use that to host our session so he can still connect while i'm working or offline. Only challenge I've had with this is the server deleted my blueprints but I think where I went wrong on that one

bronze harbor
#

running on Windows

swift coyote
#

@bleak dust here is the script I run to backup the server update the server and restart the service this run every morning at 5am using a cronjob... Let me know if you want help writing something like this...assuming your running you server on ubuntu if you just want the update command its the second one below

/home/satisfactory/backup_satisfactory.sh && steamcmd +force_install_dir /home/satisfactory/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit && sudo systemctl restart satisfactory

/home/satisfactory/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit

bleak dust
#

admittedly, I'm a dangerous novice with linux at best, and I know I botched the install but its running . I will attempt to mimic what you've posted - thank you!

bleak dust
swift coyote
remote barn
#

mine says its updating but does nothing xD

swift coyote
#

the order of this command does matter:
/home/satisfactory/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
Make sure its exactly that on Linux

#

but replace the /home/Satisfactory with your path

remote barn
#

i updated it direcly via steam cmd it said it was finisched with the update

#

app_update 1690800 validate

#

thats the command

bleak dust
#

mine does the same but when I connect to the server from the client I get version mismatch

#

does the same meaning it connects to steam public, downloads and installs but the client shows it mismatched. i'll try again

remote barn
#

yep tried few tiumes

swift coyote
#

Sorry i missed the first part of the command I ran with success steamcmd +force_install_dir /home/satisfactory/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit

remote barn
swift coyote
#

which version is higher, your client or server?

remote barn
#

server

#

got it

#

its working now xD

#

was updating the wrong server im ki9nda not smart xDD

swift coyote
waxen lake
#

It's possible to force update on 4Netplayers dediacted server ?

bleak dust
dense hemlock
#

Looking online, it appears that 12GB RAM is a minimum requirement for 4 slot server. Can anybody clarify if this is correct? Seems a little excessive? All the hosting providers seem to think that 6GB is suitable for 10 slots.

bleak dust
# swift coyote Sorry i missed the first part of the command I ran with success `steamcmd +force...

ok I think I know what I did wrong. I ran from within the folder rather than using the force_install_dir . once I did this in this as part of the command string, it is now doing something different than before:
Failed update Attempt #1: Sat server folder> steamcmd +login anonymous +app_update 1690800 validate +quit

Successful update attempt #2: ~ Sat server install "parent" folder> steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit

thorny dew
#

6GB is enough to start with

#

Then you will need a bit more memory as you progress

bronze hound
#

Not finding the best Info to host more than 4 Players... I want to host MAX 7.
Dedicated server by Hetzner :
i7-7770
64GB RAM
SSD Storage

will the CPU be enough to handle this?

I think not all 7 Players will play until late game.

remote barn
#

linux?

bronze hound
#

sure

remote barn
#

exchange steam with the user u used to install

#

and than open the Game.ini

#

and add
[/Script/Engine.GameSession]
MaxPlayers=7

bronze hound
#

yes this works already.
But do you know if the CPU can handle the load?

remote barn
#

puh idk i thing it schould but there might be some lags if the players are too far appart

#

but idk how the game porocesses information

remote barn
bronze hound
#

oke ty

swift coyote
#

these are my server side engine.ini / game.ini and my local game.ini settings... Im running a headless linux server with 32gb and 16 CPU Cores, runs 7 just fine but starts to bog at 10.
We are at Tier 9 and have a ton going on in our save. be sure to set both server and local engine.ini to read only after making changes

Server Game.ini

TotalNetBandwidth=1200000
MaxDynamicBandwidth=320000
MinDynamicBandwidth=300000
MAXPOSITIONERRORSQUARED=32.00f             ; Keeps default position error limit
MoveRepSize=512.0f
CLIENTADJUSTUPDATECOST=512.0f
ClientAuthorativePosition=true             ; Client controls position updates
MAXCLIENTUPDATEINTERVAL=1.0f               ; Shorter client update interval for responsiveness
MaxMoveDeltaTime=0.5f                      ; Shorter max move delta for precise updates
MaxClientSmoothingDeltaTime=1.0f           ; Lower smoothing delta for quicker client-side smoothing
ClientNetSendMoveDeltaTime=0.0332          ; Keeps standard movement update rate
ClientNetSendMoveDeltaTimeStationary=0.0664
ClientNetSendMoveThrottleOverPlayerCount=99 ; Throttle only if player count > 99
ServerForcedUpdateHitchThreshold=1.0f      ; Lower threshold to respond to hitches sooner```
remote barn
#

my guy took this shit to a whole new lvl
love it

swift coyote
#

took alot of tinkering but i think i've found the optimal settings for running smooth gameplay when dealing with bigger builds...still tuning these setting but its a good baseline... if you are feeling froggy make sure to backup you initial files before making changes

remote barn
#

yea i might try to do that some time but i got a show tomorow and need to catch sum sleep
ty for not gate keeping that xD

slim salmon
#

Fader, this looks very nice! can't wait to try!
thanks a lot for the comments too!!

(regarding backup keep in mind git diff gives you a nice to read diff as well [some default lines in server engine.ini were deleted!])
(and yeah i still kinda struggle with plain ol' diff T_T)

also I just love this is an option?! ClientAuthorativePosition=true
Heads up regarding the audience you run this server for ^^;

twilit fox
#
WARNING: setlocale('en_US.UTF-8') failed, using locale: 'C'. International characters may not work.
Redirecting stderr to '/home/steam/Steam/logs/stderr.txt'
Logging directory: '/home/steam/Steam/logs'
Looks like steam didn't shutdown cleanly, scheduling immediate update check
[  0%] Checking for available updates...
[----] Verifying installation...
UpdateUI: skip show logoSteam Console Client (c) Valve Corporation - version 1731433425
-- 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 (0x1) running, progress: 0.00 (0 / 0)
IPC function call IClientAppManager::GetUpdateInfo took too long: 81 msec
 Update state (0x81) verifying update, progress: 18.46 (768631898 / 4164008246)
 Update state (0x81) verifying update, progress: 54.39 (2264688863 / 4164008246)
 Update state (0x81) verifying update, progress: 90.68 (3775830434 / 4164008246)
src/clientdll/depotreconstruct.cpp (734) : pInfo->nNumWritesFinished == 0
src/clientdll/depotreconstruct.cpp (734) : pInfo->nNumWritesFinished == 0
src/clientdll/depotreconstruct.cpp (734) : pInfo->nNumWritesFinished == 0
src/clientdll/depotreconstruct.cpp (734) : pInfo->nNumWritesFinished == 0
src/clientdll/depotreconstruct.cpp (734) : pInfo->nNumWritesFinished == 0
src/clientdll/depotreconstruct.cpp (734) : pInfo->nNumWritesFinished == 0
src/clientdll/depotreconstruct.cpp (721) : m_cbBytesStaged >= 0
src/clientdll/depotreconstruct.cpp (734) : pInfo->nNumWritesFinished == 0
src/clientdll/depotreconstruct.cpp (721) : m_cbBytesStaged >= 0
src/clientdll/depotreconstruct.cpp (734) : pInfo->nNumWritesFinished == 0
IPC function call IClientAppManager::GetUpdateInfo took too long: 63 msec
Error! App '1690800' state is 0x6A6 after update job.``` am I missing something?
#

is it the locale?

#

nope..

pallid minnow
#

My friends and I are using Gportal for our dedicated server but I cannot figure out how to save files!? When I try to save it says there’s not enough disk space

I tried to use Gportal’s backup feature and that reset the server

We’ve lost progress twice, please somebody spare us this Hell 😭

twilit fox
#

sounds like your gportal thingiemajig is out of space.. delete some old saves?

pallid minnow
#

It’s brand new

#

I can’t figure out how saves work

#

I assumed the server manager menu with the save category would do the trick

lapis gazelle
#

Did today's update break anybody else's Linux Dedicated server?

twilit fox
#

100%

twilit fox
#

if you're having the same issue as me.. steamcmd wouldn't update the server, only way to make it work again was to delete and reinstall the server.

#

you could also rm -rf your factory servers path, but I moved mine incase I made any config changes I needed to reference.

lapis gazelle
#

🤔

twilit fox
#

I'm not sure what got broke.. I posted my steamcmd update log above my post. I tried updating libaries, reinstalled steamcmd.. reinstalling the game was the only thing that fixed it

lapis gazelle
#

but yeah we were getting this error too:

Error! App '1690800' state is 0x6A6 after update job.
summer hull
#

anyone have a server site suggetion? two days with shockbyte for a $20 server and it goes done. refuses to connect. in fact it says server connection lost all day. support offered a bot reply and has ignored me since.

vast bison
#

dunno what they did but that patch resolved all my dedicated servers crashes

signal jasper
#

hey , quick question.
My server is running fine but after the nighly automatic restart it does not come back alive. "Segmentation fault"

Manual restart is working fine

tiny topaz
#

Would Statisfactory run fine on a N100 cpu powered mini pc?

sturdy gust
sturdy gust
tiny topaz
#

having my own pc (which has a strong amd cpu) on 24/7 is.. very bad for my power bill lol

sturdy gust
#

To be fair, give it a go and see it goes 🙂 It'd be sufficient for the earlier parts of the game

tiny topaz
#

😄

bronze hound
# sturdy gust The single-core performance is reasonable, though a little low for 7 players. Sa...

yeah i already realized this... thanks for your response!
i look right now on hetzner availables serer auctions what do you think about an i9-9900K? Cheaper than the EX44 stuff (cause of one time setup fee) .... there's also an i5-12500 .

the i9 looks great on paper with the nice 3.6- 5GHz power ... and the i5 looks meeh of the 3.0Ghz base tact... can you give me a technical advice between these two CPU's which will fit more for my need?

swift coyote
swift coyote
vast bison
vast bison
#

What other information was in the segfault

twilit fox
hidden forge
tiny topaz
sturdy gust
deep turret
#

@bronze hound
as baldur noted in an other channel, dont buy these stuff if you want to specifically build for it (especially new)
there are very better new cheap options
i.e it only makes sense if you stay on the recycling cheapest occasions option

swift coyote
#

Hey Everyone!

I’ve been working on a detailed guide for optimizing Satisfactory Dedicated Servers and local clients—complete with automated backups, updates, and everything you need to keep your factory running smoother than a Mk. 5 belt! 🚀

Before I unleash this guide to the world, I’d love to get some feedback from all you dedicated server pros. Does it make sense? Are there tweaks or tips I might’ve missed? This guide is for all of us, so your input is super valuable!

Drop me a comment or DM if you want to take a look and share your thoughts. Let’s make this the ultimate resource for server optimization! 🙌

Thanks 👷‍♂️✨

deep turret
warm rock
#

Hey, i'm running the dedicated server on my Windows Server 2019 VM, and been looking into the automatic updates on the wiki, and cant seem to get it working, or even understand how it is suppose to work. The service will update the server when i start it, and starts the server after. Do i need to set up daily restarts via the service? If so i feel like that step should be mentioned on the wiki.

dense river
fickle fiber
#

I have rented a server, anyone know how I set it so the world keeps going even if no players are on?

swift coyote
fickle fiber
#

when I looked online everyone said its a option you can turn on and off, but I cant see it in the server options

warm rock
warm rock
#

satisfactory fandom wiki, tried to link it but couldnt

fickle fiber
hidden forge
#

@warm rock Steam, Epic or Docker Install?

warm rock
#

SteamCMD

hidden forge
#

configured with NSSM as a service?

warm rock
#

yes, created 2 services with NSSM, one for the exe, and one for the update.bat

hidden forge
#

with two services i think they just block each other

#

combine them into one that first updates, then starts the server

warm rock
#

I dont see how they would block eachother, one is running the exe, one is updating the server, and starting the service for the exe

#

i wouldnt mind combining them, but not sure how that would help with the automatic updates, as i dont understand how they are supposed to work

#

this is what the batch file looks like, and its doing its job when ran manually, either directly from the batch file, or the service, i just dont see how its supposed to be automatic, unless im missing a step. It isnt like the service is restarting at intervals or anything like that "C:\Users\Administrator\Desktop\steamcmd\steamcmd.exe" +login anonymous +app_update 1690800 -beta public validate +quit "C:\nssm\win64\nssm.exe" start SatisfactoryServerService

hidden forge
#

hm. i think you should add +force_install_dir \path\to\SatisfactoryDedicatedServerDirto the update coomand (before +login)

warm rock
#

I'm using the default directory, so it isn't necessary, like i said, the batch file is doing its job, but it isn't automated

hidden forge
#

ah, my bad, i think i missed the point 😅
you want to auto restart the service right?

warm rock
#

Yeah, i assume it can be done in task scheduler or something like that, just confused by how the wiki didnt mention anything like that

hidden forge
#

probably assumes the user wants to manually update ¯_(ツ)_/¯

#

and yeah, task scheduler is probably the beast way to do it

warm rock
#

do you know if updates are done at a specific time, so i could make sure the server restarts and updates, after the latest patch is rolled out?

hidden forge
#

afaik they are not. so just a daily restart at a fixed time nobody is playing is best you can get

warm rock
#

Alright, i'll go for that then, thanks!

twilit fox
#

And they're ain't gonna be many more updates until ficmas.. I think you're better off manually doing it

#

I wait until I get a message saying they can't join the server to do it lol

noble sluice
warm rock
noble sluice
warm rock
# noble sluice Well I tried to tell you...

What exactly did you try to tell me? I understand that i was using the wrong wiki according to the Discord server, but i don't understand how it's supposed to work on the correct wiki either. Are you saying that it will auto update without manual input? If so, how does it work, does it check for updates and runs the batch file when an update is live, or does it restart daily and updates on restart? When i was talking with Xeet earlier we came to the conclusion that the best way was to run the batch on a daily restart which i could set up with for example task scheduler. If there is a better way and i've missed something please enlighten me.

hidden forge
#

The Service will run as until it is stopped (user, OS shuts down, stop signal)
The Serice only executes the cmd file which updates the server and then runs it
The Server will restart daily, but thats only the game server, not the service.
To automate a service restart you need to either externally trigger it or restart the entire OS.
Both best done with task sheduler under Windows

frail spade
# warm rock I dont see how they would block eachother, one is running the exe, one is updati...

Running the update as a service won't work. Create a scheduled task that runs once a day to do your updates should work. Change your update.bat to this:

"C:\nssm\win64\nssm.exe" stop SatisfactoryServerService "C:\Users\Administrator\Desktop\steamcmd\steamcmd.exe" +login anonymous +app_update 1690800 -beta public validate +quit "C:\nssm\win64\nssm.exe" start SatisfactoryServerService

Now run this as a scheduled task.

noble sluice
warm rock
#

@frail spade @hidden forge thank you both

warm rock
sturdy gust
deep turret
#

wdym similarly ? it's per month fee

quick mist
tiny pilot
#

are rented servers just broken?
i have 2 servers on different hosts and they're both giving me a "failed to connect to server API"

frail spade
#

my locally run ded has a tendency to crash if it runs longer than 24h. also the restart mechanism you can configure in the server management doesn't seem to work properly. so i created a cronjob to restart the server daemon every 4 hours.

odd crown
#

Well that was well scrolled up 😦 Valid statement.

foggy chasm
#

Can I setup a server and play the game on the same machine?

#

Or do they have to be different

odd crown
#

They can be the same, but the game effectively does the same when you just start the game without the dedicated server, so unless it's because you want it to be running when the game isn't then it's kinda pointless

foggy chasm
#

I do want it to be running when im not playing. I'm running into connection issues at the moment so that was the first thing I wanted to knock out as a problem.

foggy chasm
#

Get it up and running, new issue. My wife is getting the error “Encryption token missing”. Any ideas?

cold narwhal
#

Should be using Server Manager and the server IP / Port