#dedicated-servers
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then your connection status will show as Administrator
I had similar issues and solved them by creating a linux VM and making sure it had a unique MAC + IP and forwarded the 7777 traffic to it in my firewall. this stabilized the connection. before, when I was connected as Admin if I left the game, moments later my buddy would get kicked out. when the ded was using the same IP as my client
select a tab that is admin like manage saves or server settings
it would've prompted you on first connection "this server has a certificate blah blah" do you want to claim it
thats where you can name it also
its showing offline - none of the tabs will work when its offline. is this server running on the same PC as the client your playing from?
meaning are you putting ini 127.0.0.1 or another IP, is the port forwarded in your router firewall?
so hosted outside your local network?
is it running on the same local IP as the computer your playing on?. remove the server and readd it.
It worked after put the local ip address. Thank you!
the only way I got mine to work was to host on a different computer then I was playing on. I created a vm
even though the vm is on the same hardware as my game client, it has a different IP and traffic is routed to it. I have 180 hours of runtime, no crashes
misspoke, its 193 hours
As are the auctioned servers?
I thought all the auctioned servers went to The Onion (:
Dedicated server is on a Windows pc with STEAMCMD
Despite updating, this problem remains that the server has an older version than my Epic Games game
does anyone have a solution?
HI folks, I have a dedicated server running and I must be missing something dumb.
- Ubuntu EC2 instance, Install via steamcmd
- TCP 7777, 15777, and 15000 and open in ACLs and listening
- ipv6 disabled
- I can telnet/http to TCP/7777 and receive the expected "errors.com.epicgames.httpserver.route_handler_not_found"
- From the game client when I add the server I receive "Server Name Pending/Not Authenticated"
The strange thing is I never see my game client hit the server. With tcpdump on the server I can see packets when hitting tcp/7777 from my browser, but nothing when I try from the game client. It's like the client isn't even trying to connect.
Not sure what I'm missing here....
Any suggestions or pointers would be greatly appreciated.
7777 only, TCP and UDP
Ah, crap. Thanks. I'll try opening UDP now
I had to check the active ports for satisfactory and there was a random one added to get the certificate
That did it! Thank you so much!
How do i start a dedicated creative server
Define 'creative server'.
explain how you tried to update the server
Was the server running when you tried to update it?
and you're launching it from GameServers/satisfactory ?
i stop the server before
yes after this update
does it says updated successfully ?
either it's still running or you launch it from a different folder
okay, I suggest:
- If the server is running, stop the server
- Attempt the update via SteamCMD once again
- Start the server
- If you still see the version mismatch, stop the server, and delete the files in
C:\GameServers\Satisfactory, and run the SteamCMD update command yet one more time. Deleting those files will not affect your saved server settings or world state.
i have only one folder from Satisfactory
MaxClientRate=300000
MaxInternetClientRate=300000
Why is it overwriting higher values? i want more bandwith
Optimization Guide
you need to make it read only after you change your values
the guide I just posted a thread on my help you optimize your gameplay
thx! 😀
Is there any way to turn an existing world into a server? My friends started a playthrough and want me to join but they want to figure out if theres a way to turn it into a server so that my friend who is hosting the game doesnt need to be on for the rest of us to play
Run a dedicated server from steam and you can upload the save file to it
Where can I find info on how to run a server?
It would be my first time doing that
The owner of the save file would have to do it
Okay, where can I find the info for how to start a server so that I can send the info to them?
Thank you
This is the video https://youtu.be/9NIYZHxYcas?si=XyB-WCYSArQD9aEC
It was recommended I post this over here.
Anyone having problems with Smart Splitters not splitting Wire off? We have a belt feeding storage with smart splitters used for overflow. All of the Smart Splitter work except the Wire splitter. It just lets the wire pass through to overflow. We even tried setting some of the smart splitters that are working to wire and hey also just pass the wire through to the overflow. the belts we are splitting to are empty so it should not be passing the wires through to overflow. Thanks for the help.
We were able to rig it to work. we took a smart splitter that was working and took output three that was set to "none" and set it to wire. WE then made a belt to feed it around and to the lift going to the wire storage.
Why is the server using 16 gigs of RAM
Has anyone else encountered issues where from time to time when I go to delete an object, even after deleting it persists, and then I have to quit to the main menu and rejoin to get the objects to disappear properly?
How do I set the server to my public IP address so people not on my home network can join
@foggy chasm - You just need to set up port forwarding on your router. That is something whose process will vary greatly, depending on what you are using as a router. And in some cases, if you are using an ISP provided router, you might not be able to forward ports at all - but you'd need to check with your ISP for that.
I have a third party router from Netgear. Do the other players also need to do this?
No, only you do.
So, if you google your router model, and how to forward ports, you should find instructions on how to do it. Unless you've changed the default port, you need to forward port 7777 externally, to the internal ip address of your server's port 7777
If you have changed it, just change 7777 to what ever other port you are using.
I have the ports fowarded on my router. One of the other players just sent me a picture of what they're looking at, standby Ill post it here
Sure
My wife on my LAN can connect to the server just fine.
In fact she’s on it right now.
That just means the address they are using doesn't have a server there.
So, what ip address did you give your friend?
Well actually no
don;'t share that here
Gotcha - and you got that from a website like: whatismyipaddress.com ?
currently using whatsmyip . com
Just wanna make sure you aren't giving them your LAN address.
Yeah that works, doesn't matter which one.
Only thing I can think of is that the port forwarding isn't done right, or wasn't saved.
Dont know the difference between IPv6 or v4 but
The fact your wife can hit it on your LAN, means the server works - so the problem is on the router end most likely.
Let me log back in to my gateway.
IPv6 doesn't matter in this case, stick to the IPv4 address.
Okay im in my gateway. Lemme go to the port forwarding.
Where are you hosting your dedicated server? Is it just your windows machine you are playing the game on, or a different machine?
Same machine I play on
If it's on your windows machine, maybe the windows firewall? Try making sure you have a rule there allowing incoming traffic for the satisfactory executable.
Are you available for a call so I can screenshare with you?
But I don't think you need to do that usually, unless you have some unusually restrictive settings to begin with.
Can't talk at the moment, but if you DM me - you can send me some screenshots of the config.
and I can see if I can see what's up.
I can send you my gateway and my firewall settings
Did you forward TCP and UDP?
Got a crazy deal on a server from my host on a flash sale. OVH has some crazy sales sometimes. Should perform better than the one I'm switching from too.
got a link?
If it's still active it'll be one of the banners on OVH's main page
You usually have to jump on them pretty quick
I picked up a Xeon E5-1620v2 with 64GB and 2x2TB drives for 14.40USD/month
...what was the previous setup?
huh. while the E5 is technically older it is actually an upgrade.
How many Supercomputers per minute should I shoot for while on phase 3
@oak marsh thats a question for #satisfactory or #math-and-meta
About 25% faster. It was sold as having 32GB but I'm not gonna complain about it having 64. For 14.40/mo i'll take it
Im so afraid to touch anything in my aluminum factory cuz it'll crash the whole thing If I do lmao
How can I run this "bad boy" server console in my dedicated server instead of the old way one?
What I have at moment is just this standard console.
its so hard to read that...can you make a little bigger?
bro is blind
old man eyes
You can see in this video: https://youtu.be/v8piXNQwcUw?t=328&si=BbvFTOnQ3A4VQdz4
Keep reading like that, and you'll get them sooner than you expect.
old man eyes are no fun...i've even increased the font size on putty because i need a new prescription for my peepers at this point
i am still fighting the segmentation fault error on the automatic restart .. lets check the logs
cant see anything in the logs ... any ideas why i get the segmentation fault after the automatic 10am restart ?
okay , the manual shutdown also triggers a segmentation fault at the end but everything is saved and the start also works
Append -NewConsole to your server's launch arguments
It's a Windows-only flag, you can read more about it on the linked wiki: https://satisfactory.wiki.gg/wiki/Dedicated_servers
It keeps opening the regular Windows console.
Start the exe directly instead over cmd?
Tried too. Does we have other way to start the new console? If yes, I appreciate if you share with me.
What is that you want to do with that console? Maybe there is a new and easier way to do what you're trying to do...
No special reason. Just liked the features of the 'New Console' and would like to try.
For some reason my Server Manager is resetting every.. half hour or so? It shows any servers as outright offline and I have to restart the game for them to refresh and show as expected
Server Manager???
How you join the dedicated servers you play on?
That's what it's called and I'm referencing it as such
Yeah I connect to my servers there but I can't grasp how that is resetting, as you wrote...
It times me out of the server and when I click back into Server Manager, all servers show offline
Sounds like a network issue. Maybe you're getting a new IP every now and then..
How are you connected to your LAN?
Wireless, the server in question isn't local and is hosted by a buddy of mine
My internet should be fine so I don't know why I'm having problems
It also could be on his side of things but I'm not sure
Yeah Wireless can be a bitch...
You must find a program to monitor your WiFi quality.
No reason to jump to wifi quality right away... do the server logs show any disruption or is it strictly client-side that isn't seeing the server?
This is the error message that shows up
Then it results in this, the server at the bottom is the one I disconnect from
Both are still online
I'm thinking it could also be a game-side issue, the server manager doesn't really refresh to actively check if the servers are online, or it's not pinging the servers as intended
Are you hosting on the same device you are playing on?
You can watch at
packetstats.com
Your connection quality...
or:
startrinity.com/InternetQuality/InternetConnectionMonitor.aspx
oh is this a 3rd party rented server?
what kind of address is this ?
ipv4?
ipv6?
dns?
The Address is IPV4 iirc, I’d need to check
Thats an IPv4 address.
The remote server is using a non-standard port and the error is a timeout, so I am leaning toward server side misconfiguration. I would have your buddy try changing the server to use the default listening port 7777 TCP/UDP and verify that they have forwarded their inbound 7777 for both TCP/UDP
they do not need to forward outbound
I didn't say it was mandatory. Defaults are easier to work with when troubleshooting.
no? you just have to think with another port. everything else is the same
Most people follow guides to the letter, setting ports and then forwarding different ports can cause issues.
I am aware the ports are irrelevant if all things are configured correctly.
If it works for 30 minutes and then closes, that sounds like DHCP reassigning an IP
Most DHCP server lease times are about 30 minutes.
So if it were assigned a static IP... it would reconnect with the same IP... so wifi dropping momentarily wouldn't matter.
and if it were DHCP, it would still reconnect with the same IP as long as the lease time for the IP had not expired.
Thats not an assumption. That is how it works.
No I am saying the issue is likely that it isn't assigned a static IP.
I just lost everything that was on the tractor because i removed it in water??? I can see the crate and it is not deep in water (1 meter) but i can't reach it
This channel isn't about that.
Try this one instead.
https://discord.com/channels/370472939054956546/1038092680493801533
Yes, sorry... but this is on a dedicated server so no save game editing possible.
Thats not how DHCP works. And would be a very low lease time anyway
What I am curious about is the way higher "DriverTime" value.
Huh, found an old post on the QA site, connection timeout when the host is auto saving.
Hey @fair osprey, is the server by chance on a 30 minute auto-save interval?
That would be expected, DriverTime is the netcode driver for networkstreamrequest function. It just means the connection hung longer than the threshold allows.
It’s entirely possible it’s my internet with how incompetent my provider is, they can’t keep their service up for an entire day
I mean, rain is what causes our outages, we damn near get that year-round here, so I don't know why their outages are so prevalent
The infrastructure should be able to handle rain, if anything
If you have manager rights, download save, edit, upload save.
If not, ask the one hosting to do it or for a ingame workaround in #satisfactory
I managed to open it after jumping into the water about 30 times... it was so frustrating because it was right under my feet but there was no way to open it... how is this a 1.0 version with these bugs?? At one point I literally ended up under water and couldn't get out 😆
Got a new one - So I don't remmeber my admin password (neat I know - server has been auth'd once like 2 months ago) I need to get in to reload a save, but I can't login. I did the serverSettings.15777 rename thing, and that let me specify a new server join password - not the admin password. Is there any way to reset that?
backup your file; delete serversettings.port file; restart the server and reclaim it as admin
I just renamed it .old and restarted it - but that just allows you to reset the join password. There is also a .7777.sav file too? should I rename that one also?
.7777 is the one you want to do that with, the 15777 is probably old, since 1.0 7777 is the default port
(DOH!) - That worked. Thanks. mostly a user error 🙂
Tell me I'm wrong, but explain how so. Don't just say "no thats not right".
DHCP doesn't generally reassign an IP while it's still in use.
Correct, and I said as much,.
I only read up about three responses, after that I need a tldr.
tldr; @hidden forge shows up every day to tell me I am wrong about one thing or another but never bothers to explain why or how. Its like their entire goal in life is to just sow confusion and naysay me when I am actually trying to help people
I wonder if it's a new issue, or one that has existed unnoticed. The 30 minute thing that is.
Or if that nonstandard port is normally used for something else.
the port thing I really dont think is an issue; Im pretty sure DHCP is the problem.
Errant DHCP from a poor ISP does happen. But then you should see that in other aspects of your daily internet usage.
The ISP doesnt establish DHCP, your router does. The ISP gives you a public IP and your gateway router pretty much does everything else. The only exception I can think of is Carrier grade NAT which is an entirely different problem
Your router acts as a DHCP server which provides IP addresses to the devices within your network. There isn't an established standard for lease times, but I have found that more often the not it is around 30 minutes to a few hours before they are released and renewed.
When I say poor ISP, I mean his router is also supplied by them.
ok but that doesnt really say anything
Also true, nothing helpful at least.
not out here to be mean to you or tell you that you are wrong or anything
not my thing at all
I wonder if they can get access to their home router. If so, changing the DHCP time to longer may fix it.
Most home networks are set to 24 hours.
It's public networks that like to use 30 minutes or less.
Ideally they should configure their router bind the dedicated server MAC to a static IP address; that way the DHCP server doesn't even get involved.
That is a better solution, yes. But I would also extend the DHCP time, for the rest of their internet usage.
Public IP addresses are always static. We use DNS servers to map IPs to friendly names ( think xxx.xxx.xx = www.something.com)
I'll explain any networking thing you want to know because I like talking about it but I don't understand your difference between public network vs public IP
A network you access along with the general public. As opposed to a known IP of website or other thing.
Like ones set up in businesses for public use.
oh; a public network in that sense would be a firewall boundary.
DHCP lease times in those types of networks, can be as little as 5 minutes.
I could see that to prevent stale connections and limit the available pool of DHCP addresses, that makes sense
That's a valid point, not sure it helps in Satisfactory, but yeah that actually tracks
although 5 minutes is extreme
but the concept is okay
Those are only at places like fast food restaurants. Coffee shops and the like tend towards 30 minutes to an hour.
I'd probably do a walled garden with a logically isolated class C subnet but
but like, the concept is there.
It's a quick and simple answer, for low tech types.
we are also soooo off topic
wat
a walled garden is the standard.
anyways again this is way off topic
Even the assistant manager at mcdonalds, can google how to change DHCP settings in a router.
True true, moving on.
is it then ?
dns: .. word.word.word.tld
ipv4: 127.54.246.20
ipv6: fe80:6c35:82d7::49fa:3d84:348e
looking like
hey is there a fix/workarround for the server closing it's ports when the owner disconnects ? I'm only playing connecting through LAN, the server is running on a different computer
I'm curious as I use this setup, and this has never happened to me.. I'm running the server via epic launcher on one windows host, and running the game via epic launcher on a different windows host.. the server stays up all the time, regardless of how often I connect/disconnect, and the other players (connecting via port forward configured in router) are unaffected by my joining/leaving the server. What's different about your setup ?
I don't know, it seems like the UDP port just closes when I disconnect from the server, not when someone else disconnects tho
that's what I get on the console when disconnecting
Anyone able to assit getting my tick rate higher? I added the lines from the wiki to my Engine.ini but it doesn't seem to work, still stuck at 30. The lines under [/Script/OnlineSubsystemUtils.IpNetDriver] are automatically removed when I start the server.
make sure the server is not running before saving that change.
I did, I shut it down, changed the settings and started it back up. It only removes the one setting, the other lines from the wiki stay. The server browser still just shows the tick rate as 30
you might need to change server Network to ultra first before that. It's one of the option under Management.
I'll try that and see
Question! Is there a way to access player inventory as an admin? I've got a server and some players seem to have dropped off with valuable items in their inventory. Are those items lost unless they come back?
you can kill them and get back their inventory
They take damage when they're not online?
usually
I don't think that gets around the problem if they have "Keep inventory on death" selected
Anyone that know show to fix this? i am running the server on another pc in the house
did you get this figured out? I had the same problem today and now mine is working so i might be able to help if you still need it.
I am just starting my dedicated server up (been playing the game for years but wanted to wait for 1.0 before i got into server play) but I was wondering if we have a way to manage players connected, banning players.. stuff like that .. so moderator tools for in game i guess lol
I think it was timeout tolerance, but it's figured out now
And SF Dedi has no moderation tools right now sadly
It should
I don't believe there is mod tools like that. You can, however, use a password to manage user access
Pretty sure you can access player inventory using SCIM but I don't recall what you can do with it
thank you
Hi, I'm trying to start my server again, but I'm getting in the server manager "Could not connect to server. Failed to Connect to the Server API". I'm using LinuxGSM docker images. Could it be that the dedicated server is out of date there?
Nah, your client can't reach the server's TCP port (7777). Check your networking, also ensure that if the server is local to your client, that you're connecting with the servers internal IP, not public IP
Hmm, maybe that's a gsm thing, but I currently have this in my docker compose file
ports:
- 7777:7777/udp
Yes, you need to add the same but for TCP
Oh
7777:7777/tcp
I tried removing udp, which didn't work earlier 🤔
Ayy, thanks, that worked
Glad to hear it!
Anyone else been getting this issue on their dedicated server?
Removing a blueprint leaves the outline of the blueprint, or at least parts of it, that slowly vanish or if you remove a bunch it fixes them recursively
oh intertesting, trying to place any blueprint also removes them
yesterday i got some nasty nullpointer exception on my dedicated server on linux as it seems. Anyone knows anything about it or knows a way to report the errors to the devs?
Wondering if anyone else has had this problem. After a recent update all blueprints on my dedicated satisfactory server shows the hologram, but when I click to build, nothing is placed. It does remove my materials as if I had actually built the blue print. Started after 379322 update.
If I load the same file single player it works just fine.
hey , what can the issue be.
I have a running server but when shutdown it triggers an segmentation fault.
So i installed a new one and everything is fine but after i loaded my safe and tried a restart it also triggers an segmenation fault
I have this issue on my self hosted server.
Lost of the times it disappear after a while, but it may happen that for some parts, all the players have to logout to make the red hologram gone.
Sounds like a sync/tick issue. The server isn't keeping up with what's happening.
SF takes mondo CPU time and the calculations are largely reliant on eachother, so they need to be done in order, thus it's very sensitive to single thread speed. Higher GHz is usually the answer.
I have a 3.6ghz quad core system that still can't handle very large saves, even with all the 1.0 optimizations....
Easy way to tell: the default tick rate is 30/s, and when you look at server manager, the summary of any configured server will show the current tick rate. If it's less than 30 (or whatever you changed it to, if you've changed it), then ticks are taking longer than the server has time to execute them to maintain the tick rate. This usually causes stuttering, most obvious when watching trains moving around. Lowering the tick rate can help in some cases.
I keep getting crashes and I legitimately don't know what went unhandled but Satisfactory doesn't like it and it won't let me join another game and the load screen tries to connect to it but fails and boots me back to the Menu. I try again and it throws me a crash and kills the game.
I cleared my Config, Cache and dll files. For some reason my config needed reset and I could join.
Hi, I'm encountering an issue with my self-hosted server.
When I try to use the interactive map to teleport, it doesn't work as expected it ends up killing me and making me lose all my items. Is there a way to make it so that it teleports me without causing this problem?
Thanks in advance for any help!
Hey, my friend playing with me on the dedicated server says he doesn't see a big chunk buildings. Any idea?
idk anything about servers but probably desync
That sounds like a mod. contact the mod's author.
its not a mod.. the interactive map that everyone uses
which offers teleportation?
if you need extra boost from your jetpack just upen your build menu mid thrusrt
it is a community made save editor: https://satisfactory-calculator.com/en/interactive-map
Hey, not sure it's server related (easy to test, do you have the same behavior in solo mode ?) but are you sure about the coordinates ? Try a bit higher maybe, you don't want to spawn under the map 😅
Is there any downside of making a dedicated server, like will my fps go down if my wifi goes bad?
There are some considerations; do you plan to host the server and play on the same machine?
Idk what that all is, i never understood anything about server. but i play always on one machine, and my friend like 500km away plays on the same world. Now he asked if he can play without me having to be online at the same time, which is understandable
The downsides are primarily: dedicated servers require maintenance (patching, log file management), more difficult to configure (networking), and additional computer resources to run it
But do i have to manage that?
Also, there are security considerations when opening your network
And is it paid?
There are paid, third party options that will do all of the maintenance and most of the configuration for you
I don't suggest trying to self-host a dedicated server if you aren't familiar with doing so
How much do they cost, and on what site would you recommend it?
I couldn't say, I have never used a 3rd party
You always hosted them urself?
Yeah my server is self-hosted
I searched it, and they all kinda seem sketchy
Its a good learning opportunity if you wanted to self-host; it isn't hard but if your completely unfamiliar it could take a while to learn the basic concepts
To some degree yes, you should try to find a server hosting service with servers close to your physical location to minimize lag. But the performance will primarily be dependent on the quality of the provider's servers
How about this site, the better version doesnt seem to get any benefit. My closest server would be frankfurt btw
At 4netplayers (cant send links it seems)
I really dont want to comment on hosting services, its not my area and I don't want to appear as though I am endorsing any specific site. That being said, generally its a good idea to google a provider to see if they are reputable, if so then somewhere close to your location would be ideal
Alright thanks for your time and help, appreciate it!
Happy to help
Another question, what exactly does "slot" mean with dedicated servers? Like how many players can play on it or what?
Usually it means maximum player count
Alright, but when creating my own server config on gportal, i can minimum select 10, and maximum 1000. Noone plays with 1000 people on one server
hmm that doesnt make sense; if you post a screen shot of the dashboard I might be able to get the context of what they are referring to
That probably tells you enough about the provider to avoid them if they have not even done research for the specific game they are offering a service for.
I mean, you could configure as many as 127 players, but a minimum of 10 doesn't really make sense. You can set it to 10 without issue
just know that having more than 4 players connected will likely affect performance
But I do agree with @glad nest; I would expect the provider to have configurations that are tailored to the game
also my experience with host providers in general for satisfactory is that they tend to be a horrible experience in the lategame...
Mostly because satisfactory heavily relies more on having fast single core speed over many cores
I have my dedicated server running on proxmox locally with 12gb of ram as a ubuntu VM, and it's fine, and it's on a SFF little hpe elitebook AIO thing like a NUC wanna be, and runs liek 4 other VMs too and it's always been rock solid
Strange. Have only restarted my Docker container and had none of your clamed issues of running servers.
I wasn't claiming those were issues. Just considerations for running a dedicated server.
Why don't you throw in a healthy diet too since that is also a far fetched consideration without a direct implication...
....log file management... LMFAO....
I manage mine ¯_(ツ)_/¯
My operating system manages mine and do so without any intervene from my part.
There is a lot a operating system do without any intervention from user.
What you can do and what you should do isn't the same...
So stop giving advices about what you can do and focus on what users must do. But I guess that is hard for some to comprehend...
users must manage logs. Its in the configuration script.
And where is that mentioned in the Wiki?
Besides logging to the journal (by default), the server also writes its logs to <satisfactory_install_dir>/FactoryGame/Saved/Logs. Log files are rotated automatically when the server process is restarted.
I rest my case....
No it's not. Log file is by default and handled automaticly.
depends on your configuration. I don't run out of Docker using someone else's docker image.
Not everyone is going to use Docker, and the person asking the question asked for considerations when running a server. I provided some examples. Anyways, this is a pointless discussion.
Oh I runed in Docker on Ubuntu server. I Ran Docker Desktop on Windows. I ran DS on bare metal and virtualized by ProxMox with Ubuntu server, Windows 10 and 11 and Server 2022 without any thought of what you say is a consideration to make.
Conclusion. You'll never be my peer review.
Yikes. You okay, buddy?
hey im looking for a service that hosts satisfactory servers, do you know any reasonable priced options?
I would try searching Reddit, there are tons of hosting services out there and I don't know enough about any of them to give a recommendation.
Just saw geekflare had a nice guide about different hosting providers.
Not tried any of them myself but geekflare has always on the guides i've read previously done thorughly research.
Do i keep my save when buying a dedicated server, or will i have to restart?
you can up and download saves to/from servers
i have the problem that on my server out of nowhere a tree spawend in our main base but if i load the save locally the tree is gone
any ideas ?
Ayy, cool to see my image mentioned on the wiki
Do we know when log rotation (or rather, limiting the quantity of rotated logs) was added? I had to add auto-pruning to the Docker image a while ago as several people reported huge log directories overtime 😅 Glad to see it being properly handled 🙂
Does the tick rate at severs mean how often per minute it refreshes?
I am having issues getting my dedicated server running again. It was working a few days ago and when I went to restart it the command line window runs for a moment then closes
I’m thinking about making my save into a dedicated sever but I have some questions, can you
-have mods on dedicated server?
-can I transfer my save from my pc to my dedicated server pc
-how would performance be? I have a very larger file and we are running into performance issues with my friend joining me. The dedicated pc I have has a Ryzen 5 5600 and 16gb of ram, and a pretty bad gpu. Would that even be good enough to run a server?
could be that you are pushing it with 16GB ram if it's a very large file.
for your other 2 questions, the answer is yes
I'd guess a ryzen 5 5600 should be very capable of running a server
Daylie server new start does not work well
Has the bug with items randomly stopping before going into machines been fixed by now?
Apparently not
And the tree bug is also strill there...
You still need help ?
I do with this same topic
I got ya!
yes
i use cybrancee.com, they have central EU servers, the only issue i have is my 100 ping
ty
I have a question : my pc is not big enough to play satisfactory anymore. Does the dedicated-servers could help me to play with my favorite game?
hope someone can answer that for me please
@tame heath What is the bottleneck? CPU, RAM, GPU?
it was cool, until we i got like the two last update... update 1.0 or update 10
probably every single peace of it
i have a laptop
i have 12 gig of ram a ryzem 3 i guess and a amd of some sort
AMD Ryzen 3 3200U with Radeon Vega Mobile Gfx 2.60 GHz
12,0 Go (9,92 Go utilisable)
and the game barely start. he freeze on the starting video/intro
so i was thinking about dedicated servers to play on
The game requires more resources as you build, so larger factories can start to bog systems down over time. Setting up a dedicated server helps alleviate CPU and some RAM consumption, but 12 gigs of RAM should be fine. If your game is stuttering a freezing, I think it might have more to do with the graphics settings.
have you tried running with a different graphics API? Maybe try DX11 or Vulkan if you are currently running in DX12
dx12 is the directX setting i have on i think... i dont understand a lot aboout those thing.
my video setting was poor on everything since update 10 and the update 1.0 was never started
i buy the game too... so i guess i will have to find another pc or doing a great dedicated servers
I will try to see what i can do with the video setting
Hey all, running into issues with my dedicated server throwing a "Missing String Table Entry" error and kicking everyone like every 10 minutes. I see others having the same issue, and them being pushed here, but not seeing much in the way of solutions.
@raw lantern Is the server hosted by a 3rd party service or self-hosted?
it is 3rd Party
Anyone noticing blueprint deletion not being propogated to clients properly? Some blueprint items just stick around untill I rejoin the server. I see a warning on the server log, but nothing specific otherwise.
In that case you will want to verify your server settings (not sure what all can be configured on the user admin side) or try reaching out to the provider
It depends. If the server runs on a different machine it can help because now the heavy lifting is done somewhere else.
But for graphic performance it does not help.
Self hosted
On same PC?
Yeah with the d'édicter servers that was gived by satisfactory
Then no, it won't help
Oh ok... so i Will have to find another pc
How good does the game run when you start a fresh save?
It was marvelous at first before the 1.0 update
Low setting but grest running. Even if i never run the entre game to the end
He never stop i could let the game run for 4 days continuous and never jammed
In 0.8 it ran ok?
Maybe try DirectX 11 or Vulcan then for graphics api
I Will try and let you know
"verify my server settings....." is not so helpful. 😦
https://questions.satisfactorygame.com/post/66ee02b4772a987f4a8c032f
https://questions.satisfactorygame.com/post/674384f0c11fcb08da7dc53b
Does anyone know of a fix for this issue? I just posted on QA site and noticed there was one other post with the almost exact same issue
Game crashes when one specific person disconnects from server
There's a known bug if you host and play on the same windows machine and leave the server that the server closes it's ports.
While this issue is marked as internally fixed, we don't know when it'll be released.
Only workaround is to host on linux, either through docker, wsl or vm
i think thers is/was also a bug if the administrator leaves. does this apply in your situraion?
no, i am the admin, but not the one crashing the server
I don't know who your provider is, how they set up their servers, how much control you have over it. If everything works but randomly disconnects you, I would assume its a fault of the provider, in which case you need to contact them.
the player with the issue has this showing as their name in game when logging in
we've been doing a lot of testing loading different saves as well as running a local server that they joined remotely... oddly enough, we encountered the same exact issue on the local server but with me instead and he had no issues that were associated with the online hosted server
auto pause and save on disconnect has no effect
Can you post the server log where the error occurs?
is that the facorygame.log file?
yes that is correct
if crashes also occur, there would be a log of the crash in ~/FactoryGame/Saved/Crashes
it doesn't appear to actually crash the server, in the hosting dashboard it shows it as "Running" afterwards, but does appear to be offline for everyone
I didn't see anything obvious in the log file you sent me
Its just one person that disconnects and boots everyone else?
okay, i can try to send another one from local hosted game
yeah
and nobody can get back in without restarting server
what's weird is the fact that it occurs to different people on different servers
My game finalement work
All I want for FICSMAS, are trees and rocks I can nuke.
Hate nature: love the bomb.
I can see the reports on the support site, but does anyone have a workaround for trees and rocks that just wont stay gone?
Every time last person disconects for our server it goes offline and needs to be restarted. Been serching for a solution but seems everything suggested does not work and it seems this is a for 3 + months problem now. Is there something I and a good many others are missing. Is there a fix coming or is there any permanent (me not having to edit code) to have servers not do this?
Hey! Me and my brother have been on a game host bros server and blueprints refuse to save or allow us to use it in any way shape or form. I have tried everything. I have renamed the session name to have no spaces or special characters. I have looked at the blueprint save files, nothing works. Any advise?
Known issue, CSS stated they fixed it - yet didnt. Might be patched with Ficsmas, but I doubt at this point they will release a fix for it. Easiest solution is to switch to Linux and it wont happen anymore. This is specific to Windows DS and despite what many others state and seem to try to repeatedly defend, it doesnt matter if client+server on the same box of server standalone
I encounter a weird issue on DS and I'm not sure how to 'name' it. Effect: some buildings, specifically platforms and walls in this case, can't be copied with MMB (game states N/A). Removing them works, but they appear to stay in place, yet without clipping. Logging out and in again, then the removed building parts are not rendered anymore. Things built in one session are fine to be copied and removed again, but logging out and returning, most previously built things have this issue. Pipes, belts and machines seem to be less or not affected by this.
First time this was noticed, there was a patch out. So we updated and restarted. Then all seemed fine...but after 1-2 days this issue is back.
Wow well thanks Gunter. We have no clue about Linux. We are not really server admins or anything just set up a quick server for ourselves but thanks for answering. I guess server restart is the solution till we switch to another game :/
Has anyone problems with saving mk2 blueprint?
Hello guys. Do have any idea why i can´t safe any blueprint on our server?
Session name is: 2nd Try with a space inbetween. I allready tried to make it without a space but nothing changed
Best guess is the server isn't started with admin rights and you're a client
Interesting developments: after changing concrete foundations affected by this issue to the standard ficsit foundation with the customizer, it looks like the ficsit and the concrete foundation exist both at the same time. If I then log out and in again, the foundations are ficsit style and can be sampled/copied and removed.
Hey everyone, I am trying to setup a Dedicated server on my personal machine to host for a few friends, I have it up and everything and setup my port forwarding. When I hit my IP:7777 it give me the expected message pased on the Dedicated Server guide.
But when I go into the game and try to pull up that server, it is saying its offline. I have the FactoryServer.exe running as well.
I am not sure what I am missing. I have google fiber, so not sure if there is something weird there?
was curious if anyone else might have suggestions.
did you add it useing your external Ip or the internal IP?
if the first, it's probably a rebind protection. try the internal IP first, then ask a friend to try the external
if the second, check UDP ports
7777 needs to be for both TCP and UDP
27015 needs to be added for TCP and UDP as well
once those ports are open, you should be fine
Wiki say only port 7777 udp and tcp need to be open.
can confirm -- I am running with only 7777 tcp/udp open
Any known fix for the Missing String Table Entry issue where the server drops all players?
Saw it mentioned 2 days ago here
27015 are steam ports not dedicated server ports please stop using 'AI'
I need help with some basic port forwarding. I've followed lots of guides, but I don't know if I have the right numbers in the right places. I'm new to this.
-I have a static external IP from my ISP xxx.xxx.xxx.27. They provided a modem and said that it was only a modem when it was installed. I have business internet.
-I then have an Orbi router that runs to my server. The router's internal IP is 10.0.0.1 and my server's is reserved at 10.0.0.9.
-I have port forwarding set on my router to forward TCP/UDP internal and external to port 7777 and the internal IP for the forwarding rule is 10.0.0.9.
-I have two inbound firewall rules to allow 7777 TCP and 7777 UDP connections.
I just can't get it to work. When I use a port checker with the satisfactory server running it fails. but it also fails if I try tp check other ports that should be open. I know I'm missing something small I just have no clue. Also, on my router 'stats' the default gateway says it's xxx.xxx.xxx.1 same numbers as the external IP but with a 1 instead of a 27. I don't know if that comes into play. Thanks for any help! 🙂
check your server is actually running correctly and does not have multiple instances of it
you talked about network but not about the server actually
if you run it on windows check you have edge traversal settings on firewall rules
also you didn't tell what and how you are actually testing
Last time i was asking about dedicated servers i was told its really buggy a week after full release. Are dedicated servers working perfectly now or not yet?
It's working very well.
But it's like this. Does the car work? Yes it does but some drivers blame the car when they drive off the road.
Is there a possible way to Play Satisfactory without the Host beeing online thats Not payed
So my mate is not online right now, but I want to Play😂
Yes, run a dedicated server on you own hardware
But then my Hardware needs to be online the hole time?
Yes, the hardware hosting the server needs to be run when you want to play
Ty, what drivers are recommended?
not using AI. 27015 is the primary Steam port
believe me, my dedicated server works just fine and my friends can connect to it
they are still a little glitchy with the plants loading in. other than that, their fine, for the most part
How are you connecting? Is the server on the same machine you are playing from? If yes then connect to IP 127.0.0.1 (this IP basically means "self")
If the server is on another machine, connect to that machine's local(internal) ip (10.0.0.9)
You may running into issues If you are trying to ping/access your local systems using a public ip. Local stays local. Public IP will be for anyone NOT in your local network
it works fine because you opened 7777
Hello guys i am hosting a server and when my friend tried to join it i keep getting this message
I experience this as well. Not regularly. But when it happens, deleted things remain visible in the rendering, but are not selectable, and I get visual glitches when I walk through them. But they are in fact gone. Restarting the server causes them to properly disappear. This only began while working on a refinery. So maybe it’s a reflection of complexity. The server has lots of ram and adequate cpu
I have this a lot. So much that I now downloaded the save and build locally to later upload it again. I build a lot of scaffolding at the moment and removing it or moving/replacing it regularly has become too much of a pain. After my current build is done, I'm done with multiplayer until they fix this.
Speaking of which, I found 2 matching entries in the patch notes:
Fixed not being able to sample buildings sometimes after saving and reloading a session
Fixed a bug where the build mode would be displayed as N/A after sampling a Conveyor belt while in Dismantle mode in Multiplayer (#patch-notes message)
Well, for me that's not fixed 😄
I am up to date. I had this with foundations not belts and never saw “n/a “. I’m going to see if this bug is still mentioned on the qa site.
FYI: #screenshots message
First sampling shows the N/A.
To make this even more weird: if I build something from the hotbar. Attempting to sample an affected platform will now sample the previously selected/built item from the hotbar instead.
This seems to be linked to the customizations? Changing the material type of an affected foundation, e.g., from concrete to FICSIT, will make it appear as if both are in place.
Logging out and in again, then removes the duplicate texture and the platform behaves normally.
It's not purely a specific material though. And walls have this too. Maybe other stuff has this too, but I don't notice it at the moment because I focus on platforms and walls.
I think if you can reliably produce this you should file another bug.
I have mods on the DS so would expect any report to be rejected.
i have the same thing
is anybody else not getting the new update on their dedicated servers?
I just restarted the DS. It should have the new patch, however my log file is filled with: ]LogFactory: Warning: AFGBuildableSubsystem::AddBuildable, A instanced proxy were added without a static mesh. Make sure this is intended. Actor name: Build_PipeHyperStart_C_2146639981
which I don't understand
Im still only getting a verification, as if an update isnt available. What OS do you host on?
are you hosting on a windows machine?
looks like meaningless log spam... satisfactory DS does it a lot.. if you're saving your logs, make sure you have logrotate setup
Ugh, Im using SteamCMD on Windows 10
Yeah.. logrotate xD if you've configured your server as a service, and told it to pipe logs to file you need to set it up.. if you didn't then it's not logging.
Anyone else getting this error today after the update on a dedicated Linux server?
Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x0000001800000006
It would be helpful to see more of the log.. that just says it tried to read a memory (could be ram, could be HDD, who knows) and it couldn't because it doesn't have permission to access it.
would the full stack trace below it be more helpful?
I'm also getting these errors
Here's right before that memory error as well
Oh my god it's a mod
ignore me
CommonUnixCrashHandler: Signal=11
[2024.11.28-16.07.08:705][ 1]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x0000001800000007
[2024.11.28-16.07.08:705][ 1]LogCore: Fatal error!
0x00007f4c300f0b19 libFactoryServer-FicsitRemoteMonitoring-Linux-Shipping.so!UFRM_Production::getProdStats(UObject*) [C:/SatisfactoryModLoader/Mods/FicsitRemoteMonitoring/Source/FicsitRemoteMonitoring/Private/FRM_Production.cpp:15]
I should probably just read the logs
It helps xd
It's very much searching for a needle.. You've got one line that tells you what you need to know in a thousand
Is it possible SteamCMD failing to update is why Im not grabbing the latest Satisfactory update?
It was hosted on a 3rd party site, we switched to indifferent broccoli site and moved the save file there and everything works fine now 🤷♂️
I’m having the same issue, I use bitsect for my server and it says that the versions are mismatched, I don’t know how to get them to match. If I restart server, will it kill my current save file?
oh look, 30 minutes in.. #metoo
argh. my install with the Wolveix docker container isn't happy updating/starting up right now 😦
interesting, im getting no errors, its like theres just no update for steam to grab
hello, has anyone else got the problem that if you add a server, that it wont add it to the server list so the server list just stays clear/empty?
Seems like it grabs the game, it just... has trouble somewhere in SteamCMD land.
Same issue after a server reboot
doh
Updating the dedicated doesn't seem to work. Using
steamcmd.exe +force_install_dir "xxx\SatisfactoryServer" +login anonymous +app_update 1690800 -beta public validate +quit
says my server is up to date and trying the same command with an empty/non existing folder shows
ERROR! Failed to install app '1690800' (No subscription)
I doubt it. Check your docker container logs and see if there's a clue there?
Unless steam broke something, but mine ran just fine an hour ago
Im now getting the same 0x6 error after reinstalling SteamCMD. Very interesting were getting the same code on entirely different platforms
I just updated my server, and now when I log on, I can run around for about 30 secs, then everything lags out, and I get kicked off saying connection timed out...
hmm. Both Valheim and Satisfactory b0rk out with that update state error...
this is windows install btw
maybe a docker thing?
On my actual PC I successfully downloaded and ran a dedicated server no issues
I'll update OS. I restarted already
Using the full steam client on Windows, not SteamCMD
is there a dedicated server FROM steam?
Yeah its "odd" to find, I got it from a link on the official dedicated server lists from steam.
also a clean install works now, seems I only get the 0x6 error when updating a server
is there a clean way to force that without losing my saves? lol
Saves aren't stored in the game directory
Found my issue... mod was crashing it...
I've been using version 1.0.0.4 since
After this update I just had to copy a bunch of files from one directory to another ( if it comes to the steam client ) and on the server I have updates turned off
ah! nuked the game directory and it did a fresh install and all is back
Yes what gaymer said, the server and saves are seperate. Just back them up first to be sure
Try deleting the game files and installing it from scratch.
yea, threw the save files off to my desktop first, but it just came back up.
Yeah, I ran into that on update before this one.
k. Satisfactory issue solved. Now I gotta go fix the 6 valheim worlds 😕
Glgf!
thanks for the suggestion!
Glad to help!
Question: How to reset research of milestone tiers ?
I mean all 9 milestones can be unlocked but I would like to research all tiers in each milestone again.
No idea if that is possible, but you might be able to megaprint your entire world and import it into a fresh save
how do I set up a dedicated server?
do you have a spare computer or do you plan on keeping your main on 24/7?
main 24/7
u got windows or linux ?
Windows
dmed you
ouch on linux the best way would be to use docker but on windows to use docker installation u would have to mess with virtualbox
or WSL ( which I personally would discourage )
?
Theres nativ docker for Windows too
no never ever use that
if u want to stay sane at least
that is why I would discourage WSL which would be one of two native methods to use docker on windows
Reasons?
stability and file transfers that can desync
for the same reason I would also discourage using shared folders on virtualbox
hmm. I've never had issues with WSL other than being slow on filesystem access (depending on how you configure it)
I've used it a... lot.
Hm. Anyway dont host directly in Windows, there are known connection issues
so this might be survivorship bias? lol
k, thanks I will look into megaprints than
did you ever figure this out
no im playing my savegame in singleplayer until this problem is resolved. i would guess that there is a problem with the update today and it will be fixed later
okay docker users what solved this for me appears to be creating a backup of the gamefiles directory by moving it to a backup folder such as /home/user/gbackup/ and then starting the docker container again. This forces a full download of the game. "user" is whatever home directory user you're using. So docker compose down, move the gamefiles directory somewhere else, then docker compose up -d. Should be good to go.
yea i deleted my existing server dir thinking a clean install would work, now i just have nothing lol
you have to reload your existing save
its not my save, its my dedicated server install
it wouldnt update, deleted the server files (not save), now wont redownload due to error
Ive been using both Windows Server and Windows 10 to host 3 sepearate servers for years, zero issues until today. But seeing as someone on Linux had the same problem, I dont believe its Windows specific
seems like a steam issue, or at the very least steam side config issue for dedi repo (require license)
I had to reinstall SteamCMD on my server as well, but that issue might be entirely seperate
did it download/update the server after that?
After that it gave me the 0x6 error when trying to update, clean install is successful though
are you logging with id or login anonymous?
anonymous
Hey, we have some issue. We were almost done with our dedicated server, almost completed phase 5. Now I had to reload a save a couple of weeks back and apparently made the mistake of loading it in in read-only mode. Saving hasn't worked for 2 weeks apparently. We finished it today: were waiting for each other to finish the final phase, but now with the update, having to restart the server, we find ourselves with a save that's 2 weeks old again. Any way to enable cheats on our server? We don't feel like redoing everything
fresh steamcmd did allow me to install the dedi. hopefully its the updated ver. TY!
Seems to be a steam issue, given that someone else here had to do the same process for their valhiem servers
Hello fellow admins i got tricky question as i got this
on my dedicated server why could i not use this
to send uptade request?
Did it work? I now get the following error after reinstalling steamcmd:
Error! App '1690800' state is 0x6 after update job.
it would be quite delightfull to still get access to the console despite unmatching versions of the files. Big request for the devs for this feature someday on the road. Big thanks for the product
are you trying to update the server or install a fresh one? i kept getting 0x6 until a fresh install
It worked, reinstalling steamCMD and the Server has fixed the problems
Glad to hear, happy thanksgiving
yep, new install is up to date
Unnecessary procedure. Just stop container and start again. Don't restart, stop and then start.
hi I'm having a problem with steamCMD
I tried to update my satisfactory server and it won't update. I used "app_update 1690800 validate" and it says it updated but it didnt work?
Any idea on how to fix it?
I blasted away the FactoryGame server directory INSIDE the mount point for it. The docker image detected it missing, and did a clean install. Didn't have to touch my save location
Ubuntu server running the Wolveix docker-compose container setup
Seriously, you think I restarted the container? I always stop start. That's what it took to get it to get it's head unstuck. Probably a corrupted file prevented patching, a fresh download doesnt need to be patched. Rare issue with game patching, but it happens.
Just updated the server via steamcmd today before leaving for thanksgiving. Of course apparently it's crashing on startup now. Trying to remote diagnose and troubleshoot be not easy at the moment. The windown opens up and seems to be starting up and then poof window closes. Attached are the logs, didn't know which is correct. If someone can take a quick look just to help me understand if the logs are pointing to the problem.
Looks like a mod is breaking things
Error: [Callstack] 0x00007ffabaa74d98 FactoryServer-EfficiencyCheckerMod-Win64-Shipping.dll!FUpdateItemEvent_DelegateWrapper() [E:\SFModding\SML3.6\Mods\EfficiencyCheckerMod\Intermediate\Build\Win64\FactoryServer\Inc\EfficiencyCheckerMod\UHT\EfficiencyCheckerBuilding.gen.cpp
@cold narwhal ok thanks I'll remove efficiency checker and see if that fixes it. Much appreciated in advance if it does and I don't return.
Ok I removed Efficiency Checker mod via SMM and validated files via steamcmd. But still persists. Is the log file in the Log folder the one you need or the one in the crashes folder? The one attached is from the Log folder.
Another mod in the callstack
[2024.11.29-01.07.52:605][ 0]LogWindows: Error: [Callstack] 0x00007ffabd639a1f FactoryServer-RefinedRDLib-Win64-Shipping.dll!ARRDLBuildableTaskBase::BeginPlay() [S:\SF\SML\Mods\RefinedRDLib\Source\RefinedRDLib\Private\Buildables\RRDLBuildableTaskBase.cpp:39]
Just so I don't keep bugging you. What is in line other than "error" is indicating this is the problem child? I'm just wanting to better understand and solve on my own.
Bottom of the log file, you see "critical error", then the next line is the callstack that caused it. We just got pretty big patch today so most of the mod authors will need time to patch their mods. Your getting critical errors because the mods are no longer pointing to valid addresses, hence the memory violations
Oh, so maybe best to give a day or so and see if mods get updates. Well I greatly appreciate the prompt help.
Yep, given the holiday in the states in probably won't be quick, but eventually I expect the mods to be patched. No problem, good luck!
Thank you once more
no trouble at all 🙂
So this update completely ruined my dedicateds erver
Anyone else having issues as well with this latest update?
@opaque fiber Looking at SMM try disabling all the mods marked as broken. It was just ficsitfarming and efficiency checker that broke mine
Ok Ill check mine
the mods names will be red if broken and yellow if maybe broken
disabled farming and that
didn't help
what exactly was changed
I checked the patch notes
why would those break anything in the gmae
@opaque fiber A lot of mods interact with code as it is running. They modify the running memory. When there is a significant patch, the expected memory addresses of certain objects or values change, thus mods break.
If I have a mod that tries to access or write a memory location that is no longer valid, the stack call breaks down.
@opaque fiber if you grab the log file I can try and help you track it down as KESTREL did me. But honestly(as I'm learning) best to just wait for the mod to be updated. Choose mods wisely, disabling the mod removed everything related. Anything crafted and placed(mod content related) will not return when the mod is installed or re-enabled again. From what I understand at least.
Is there a "safe" way to remove mods which already have assets in the world/save on my server?
With the latest update my server will not start and just crashes with a memory access violation.
So I want to remove the 3 mods which I have installed without causing further damage.
Ive also read posts of people saying "remove the mods start the server, then stop the server, then add the mods back in" Does this even work o¿0
In my mind (without trying until I fully understand the impact) this will remove any mod assets from the server, which will need to be setup again after the server starts working. Is this correct?
how did you update your DS to 382498
You have to uninstall steam CMD and then wherever you saved your satisfactory server, delete all the files there.
As a just in case, save your world to a different location as a back up
Then all you have to do is reinstall everything. It took me like five minutes.
I have the issue, that my game is lagging and overall wont run smoothly. I use the Docker solution and got it running in a proxmox container (Homeserver). It has 4 CPU Cores and 5 Gigs of RAM. CPU is like 50% use all time. Any tips/ Solutions?`
Hello, is there an api to display how many people are online in a dashboard ? And if yes, does it require any token ? Because i want to put in by default on every new server
5gb of ram doesnt sound ideal...
also what does "4 CPU Cores" mean? speed?
RAM isnt that utilized. Like 1G, the CPU on the Server is an Xeon(R) CPU E5-2665 (2.4Ghz). Does it matter, that the Docker is Running on a HDD?
well at the very start 5gb will probably work... but that wont get you very far.
Xeon CPUs normally run at a very low single core speed so that is also far from ideal.
SSD is always better than HDD, how much it would matter serverside earlygame i dont know
Most of your setup is sub optimal and even running it through a VM & docker overhead combined, i would say stuttering is to be expected
Okay good to know, i thought it has to be another reason because the usage isnt that high overall.
when you said 50% usage of your cpu, that is all cores or the highest single core?
all cores combined
then you probably have 1 core running 100%
okay, ill look through htop
atleast on my server most of the load is on one core
really could be the single core performance. Thats the normal use 😦
yep, looks like it
but as said, 5gb ram is also not enough to run it properly for long
think i passed 5gig already by tier 3
so multiple things that would need to be changed to have a pleasant experience iguess
the problem is that the Mobo of the Server doesnt Support a better CPU, its a Z420 (HP)
then I dont think there is much to do beside renting / changing it all up / playing p2p
I mean, its black friday now, so you may get some used mobos ++ in your area 
yeah, seems like. But thanks a lot for the help ✌️
Your computer is halv of what's required to run Dedicated Server.
Your CPU has only 1401 Single Thread Rating and game likes it above 2000.
cpubenchmark.net/cpu.php?cpu=Intel+Xeon+E5-2665+%40+2.40GHz&id=1439w
do dedicated servers work now?
Dedicated Servers have worked for months
Anyone else getting this after updating their dedicated server?
Usually steam client and server are in synch.
yupp - and after trying a clean install ill get "ERRO'R! Failded to install app '1690800' (no subscription)
someone said that you have to install both new - steamcmd and satisfactory dedi server
sounds like bollocks.
I run a dedicated server on Pterodactyl on linux and have done for over 2 years.
Update gone broke shit
Ok, troubleshooting head on now.
I reinstalled the server, which is how I update the Pterodactyl install.
It downloaded steamcmd and the game update and the version is still reporting a mismatch.
So either.
- there was no dedicated server update on steam
- the version hard-coded into the linux version of the steam download has not been updated.
Either way, it ain't working.
Fire bells should be ringing.
more like DEADicated server. rip. oh well. maybe a gaming break before PoE 2 comes out is a good thing.
PoE2 is on the 6th, ready for that.
In the meantime was hoping to get my second 9360/min gift tree factory running for Ficsmas 2024.
Dedicated server crash related to pipe placement, CL#379322.
This was not listed as fixed in the current patch notes.
It's happened a few times in 1.0 and this time I actually have a video of it occurring.
Interesting that it coincided with the autosave. 🤔
Just did a fresh install and everything worked.
Pristine Ubuntu 24.04 server on VM in Proxmox...
Same issue, updated existing server in place.
It doesn't matter what a fresh install does if the current update breaks existing servers in place.
This should not happen, it should not pass testing that existing servers are broken by an update.
I would look into Pterodactyl....
DedicatedServer on Steam is updated...
There's enough disk space, the install script it's running I wrote as the existing eggs wouldn't work at the time I wrote it.
It's been working quite happily up to now through all the 1.0 updates.
But I agree, it's software, anything is possible.
i run the server lazy af on windows and have the same problem... update passes succesfully and is still in mismatch to my epic version client
Thank you for the confirmation
Sorry for no solution :/
It means in a sample size currently of 3, 66.66% of the population are reporting an issue.
And both of those are on a different platform.
I will re-iterate that it looks like although the binaries are being updated, the version number on an existing install isn't.
Current patch version mismatch on existing dedicated server.
https://questions.satisfactorygame.com/post/674a2db2c11fcb08da7e1c4f
Might be a very dumb question but, while my server is running, I will get random ip connections connecting. At least that's what malwarebytes keeps telling me. Is this common or do I need to set something up to prevent that from happening?
That depends on whether they are your IP or some other.
Look at my pterodactyl screenshot above.
#dedicated-servers message
My client will periodically handshake with the server even if I am not in the game.
This is just from viewing the server screen.
If it's a foreign IP then it could be a port scanner or monitoring system if the server is hosted on a cloud supplier.
So I suppose the point is, do you host it yourself or not?
Actually I've already worked it out.
Correct me if I'm wrong, I've had a few bevvies, Christmas and all...
Malwarebytes is running on Windows.
So you're hosting your own server on Windows.
If you don't have port forwarding open on your router then the IP connection is coming from your LAN and you're looking for an internal actor.
If you do have port forwarding open on your router, check if the IP address which is triggering Malwarebytes is coming from external (e.g. not a LAN IP range address).
If you're not expecting the connection then this is someone possibly port scanning your open ports.
So the question is, is the IP address reported by Malwarebytes in your LAN IP range or not?
If not then it's an inbound connection from the internet.
If internal, are you expecting it?
e.g. are you trying to get your friend to connect to your server?
It could just be a false positive, depending on the scenario.
Can't play the game, bored, mind going haywire, more wine is possibly the solution.
Or you can find out why Pterodactyl isn't updating your files. Dedicated Server on steam is working and is updated.
It's already reported by another person (Pollux) that their dedicated server is reporting a version mismatch, on Windows.
You're the 33.33% which is reporting no problem.
Remember, I'm talking about existing servers updating.
Now I could deploy a Satisfactory-06 and see if that works fine, and confirm if your observation matches.
My main save includes ini file edits, 100s of blueprints and careful care and attention to keep it running.
But the same issue is experienced with a server deployed at 1.0 and played from scratch, Satisfactory-05, screenshot above.
#dedicated-servers message
Which pretty much eliminates old saves being the issue.
I mean... my server just closes itself on a error since this latest update
Windows, Steam Tool (not steamcmd)
vanilla, no mods either
yet somehow the linux one I just started on an older save is fine
Software = it's not real, anything could happen :0)
So, if I create a brand new server, it's all good.
Behaviour proven.
But that does not help with my existing servers which have respectively 6500, and 650 hours.
were you able to reload a previous save?
I am not planning to.
My main save is over the UObject limit (on at least 2 separate occasions during EA), has 100s if not 1000s of blueprints plus ini file edits to coax it gently into life, 6500 hours of game time.
I have deleted more from my main save then a lot of my friends have ever built.
It is a living and evolving world.
It would be a significant undertaking to redeploy it to a new server, or more importantly to get it to work.
I was in the middle of expanding Superposition Oscillators to 16 Quantum Encoders when the server crashed last night, video above. #dedicated-servers message
580 train stations, 340 trains + or -.
Satisfactory-05 however is straight up brand new since 1.0, 650 hours. so could be ported.
Neither have ever been modded and SCIM can't load my main save.
Sorry, I'm a bit slow due to the wine.
Uploading a Satisfactory-05 save to new server Satisfactory-06
Uninstalling and reinstalling (Including a full removal of "FactoryGame" folder in Appdata/Local) has allowed the server to start up.
Save file is won't start up though on singleplayer client, unless i'm missing some additional files to get it to work... so that world is dead I guess
This is expected to work btw
That is the acid test, when all else has turned to shit, if you can load it into single player you're all good.
This is how I have got out of the shit many times with my main save.
If you can't get it load into single player you have genuine problems.
Can you post screenshots of the error?
+++++++++++++++++++++++++++++
Satisfactory-06 loaded with the save from Satisfactory-05 looks ok.
Compressing and sending more saves from the server to my main pc to try, you want UE's Crash log that occurs from the single player client?
ok you're confirming that joining the server is triggering a UE crash.
As long as I can see the error I can give some feedback as I've experienced quite a few.
The crash log might be helpful if it's not completely visible.
Those are the most recent crash
I was able to get into Satisfactory-06 on the second attempt.
So porting the save was successful.
IsSavedGameEdited = yes
Is that something you've done consciously?
I don't know what that is so, no
oh
The quicksave before it loaded
huh... neat
something must've really broke with that one then
Do have the XML file?
I do
Here's one of mine
You might see themes in there which point to the problem.
I've had lightweightbuildable crashes and gpu crashes.
If you can see a common occuring theme that might give something to latch onto.
NTDLL is core windows, so looks like the operating system choked on it.
any text editor can open it?
Yup
Uses normal Notepad
when the gif is sfw but they dont allow them to run
smh
fair enough though
Looking up on my last crash I can see that AFGProximitySubsystem is what actually fell over.
This is part of the game and nothing that I can directly influence.
So depending what it says in your crash dump depends on what action you can take to mitigate it.
This it?
<CallStack>FactoryGameSteam_FactoryGame_Win64_Shipping!FObjectReferenceDisc::ParseObjectNameAndPath() [C:\BuildAgent\work\9fc8da665efb5ffd\UE4\FactoryGame\Source\FactoryGame\Private\FGObjectReference.cpp:273]
I think the save might have just been corrupted, we did have a poweroutage not too long ago
Yeah, a quicksave 15min before it loads just fine
Interpreting, Factory Game Object Reference C++ program, line 273 of the code.
it's falling over trying to reference something.
As you stated you had a power outage during a save, the save could be incomplete.
So how does the byte count of that save compare to the byte count of the save which is good?
Lower? Higher? The same?
At least you have a fall back position
Working: 2,210kb
Broken: 1,984kb
That sounds fairly conclusive.
The broken save is 226KB lower than the good.
Sounds like it's incomplete unless you were deleting a load of objects between saves.
nah, it was like an hour after I left for work that day, so probably just a corrupted save
thank you very much for the assistance
sounds likely, you're welcome
Well I followed this ^ issue because my situation was similar (server would not start after it auto-updated). Never occurred to me to try loading the save in SP. I've got a working save in SP now, and can get the server to start w/o crashing, but can't join due to <MISSING STRING TABLE ENTRY> Your connection to the host has been lost. Tried upping the timeout in Engine.ini but it seems to have no effect. Getting kicked back to the main menu w/the error is definitely happening in less than 300 seconds.
Update
Was able to join after disabling about half the mods. I don't have it in me to spend more time figuring out precisely which was the problem. Last time I had this issue it was asset related (props mod) . Again everything works in SP.
is there an issue with updating the dedicated server in windows post this update? I've ran the steam cmd update on the app but its still a version mismatch?
Where do i get the correct save file for the interactive map if im using a hosting website for the dedicated server?
Its going to vary between Windows & Linux and even w/how it was installed. Some game hosts redirect files typically found in AppData, so the path for those would differ. For my dedi on windows: %AppData%\Local\FactoryGame\Saved\SaveGames\Server
If you have a program like Everything installed, just search for *.sav and sort by date modified to easily locate the save files. On linux, if you have shell access, sudo find / -name "*.sav" you can run w/o sudo but you will get a lot of access denied errors.. find / -name "*.sav" 2>/dev/null > files_and_folders might work on your sys to suppress them.
I'm having the same issue updating my server after the latest patch - updated previously with no issue up to 1.0.0.7. steamcmd launches and logs in successfully but the update never starts downloading.
Linux box, server is installed inside pufferpanel which is inside a docker container.
it ended up working when i used the full command in their wiki
steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
obviously make sure you set the correct install dir
So I'm another who received the mismatch version. I'm hosting on my own hardware and only set it up a few weeks ago. Have a ~250hr save.
I assumed with the mismatch that I just needed to reboot the server, so I connected to it and did a
systemctl restart satisfactory.service
Only when it tried to come back up I got the
Error! App '1690800' state is 0x6A6 after update job. That I see others a few weeks ago had, but I didn't find a solution in the discussion after. Best I could find online and in the logs was that it had tried to update while it was still running?? Wiki says a host reboot should solve it, unfortunately for me, it didn't..
So I started working backwards, I tried updating steamcmd, then system updates, then with ufw disabled. Nothing could get it out of 0x6A6. I eventually found some more extreme tactics like rm rf'ing /.steam and purging and reinstalling steamcmd but that didn't help me either. Since I have it configured to run as a service I tried a bunch of combinations of stopping and disabling it before rebooting the host (ubuntu server 24 LTS). I also wasn't able to get my steam user to launch the FactoryServer.sh which I thought was weird but I didn't spend a lot of time on.
It was only after that I thought about what has happened to my save file. So that's my project for tomorrow. Find my save.. try to make a backup of it.. and probably redo the server and try to restore the save?
save file should be at /home/steam/.config/Epic/FactoryGame/Saved/
Hum. My issue might be pufferpanel related, oh joy.
thanks!
Realized it was on the wiki after I ran sudo find / -name "*.sav" that someone had mentioned earlier
Should I grab a copy of any other files before I blow this away? I guess ServerSettings.sav and Blueprints.. and probably my config file even though there's nothing fancy there..
Hey, not sure what I'm missing but I setup a dedicated server, had my friends playing on it last night and earlier today. This evening they are unable to connect, nothing has changed, verified the IP is still the same. I can connect through localhost but not through my actual IP address. I'm running the server off of steam on my primary windows 11 desktop.
make sure its not a firewall issue. you also might try using the -multihome command line option as described in the wiki. there are some reddit threads too, comments in this one: https://old.reddit.com/r/SatisfactoryGame/comments/17zj9pd/satisfactory_dedicated_server_home_server_remote/
I added the multihome to a command when I launch it and now it just exits instantly. No clue what that means
Just to make sure I added 15000 and 15777 to my firewall as allow through. And setup port forwarding for those.
Yesterday it worked fine when I only had 7777 for port forwarding
did you use your private IP or public? if the server is behind a router, it should be your lan IP, or you can try 0.0.0.0
Question have any other problems too that servers sometime crashing? I have 50 player slot server(13 gb ram) where only 8 players play.
Slot hangs with ram togheter
If the servers private ip in there or -multihome=:: doesn't work then you can rule that out. What about windows firewall?
I have TCP and UDP setup inbound rules to always allow ports 7777, 15000, and 15777
Hello guys, me and my friends need help. We tried to create server with more than 4 players (around 5-6 players) with this method
-"%localappdata%\FactoryGame\Saved\Config\Windows\Game.ini"
-"[/Script/Engine.GameSession] MaxPlayers=16"
But its not working (Its says unable to join the section...something)
How can I fix this?
Did you modify the script out of game?
Hey all,
Currently having the following issue --
I have a dedicated server set up that I launch through Epic Games. Got the Admin set up on Server Manager and players can join no problem when I join the Server first. But, when I leave the game, everyone times out. Not really the experience I want to have for a server that's suppose to stay on 😦
I'm running everything on my own hardware with more than enough resources in every aspect to utilize both server + game.
I'm seeing this error in the logs right after I disconnect.
LogServer: Error: FMultiBindDatagramSocket failed to read data from underlying socket Unreal: SE_ECONNRESET
Anyone know a fix for this? I didn't see anything in the FAQ or the pinned messages
hey there, just run into a problem that i can't update my server through steamcmd,here's what happen, earlier today i found that this game has an update, and i tried to use the command to update the game like app_update 1690800 it did started verifing the files, but the moment it started, for some reason idk i shown update success(like verifing 1% or something like that) but the game version dose not change, and then i tried just delete the whole server file and wanted it to re-download the whole server and here's what i got
i've only seen a few dll file in the server dir
is it the game's issue or something happened with my steamcmd or the firewall stuff
and sorry for if i walk the wrong door cause im not sure should i go to the questing-and-help or just open a ticket for it and i thought it is something wrong with the dedicated server and i post it here
I just triggered one of my dedicated servers to reinstall and am seeing the same pattern of behaviour as you reported.
What is interesting was that a fresh install server from scratch is working, so not sure why this is failing to update existing installs.
I just got one of my servers online as follows;
Renamed the dedicated server folder to (old).
Ran the reinstall again.
This created a new server install folder in parallel.
Moved my ini files from the old install to the new install.
All the save files and blueprints are under the .config folder so no change required there.
Server version is now aligned with the client and available.
No changes required to the install script.
No requirement to run steamcmd under my steam credentials.
Once I'm happy the game is behaving normally, delete the old install folder.
In the meantime can zip it to save space.
First attempt to join the server failed.
It's nice to see that buffer overflows are now more reliable. 🤔
Second attempt to join crashed the client
Third attempt to join successful.
Now to do the same with my main save.
Network Quality reverted to Medium, changed that back to Ultra.
As I recall that happens after every update, so is not new.
Looks like it requires a server restart due to the red circle arrow icon.
Main save back online, using the same technique outlined above.
The network quality is still on Ultra so the jury is out on that one.
didnt work for me - when i try to reinstall the dedicated server via steamcmd it tells me "ERROR! Failed to install app '1690800' (No subscription)
i think steamcmd is broken - i have never needed a copy of the game in steam - have it only on epic btw (i bought it when it came out)
hm...palworld and valheimn do update...
im not sure if coffee stain can actually give it free for all or just to those who bought it on steam
Ah so you don't actually own Satisfactory on Steam.
It would seem logical that if you don't own the game on that platform that you are not entitled to download the dedicated server.
Although usually it can be downloaded using anonymous credentials.
And in fact my server install command line is using anonymous.
Perhaps in this case, if you are using the GUI it's doing an ownership test and it's failing as you don't own the game on Steam.
worked for years thou
Totally agree, this appears to be a new behaviour.
and i login anonymously - i always did...
and it only shows me the message if i wanna reinstall - not when i try to update
Are you using the GUI or a command line?
If GUI, recommend looking up the command line reference.
btw i try to update via steamcmd - no gui
command line
force_install_dir and so on - always used it - never had a problem - only had to double click taht update-batch-file and i was fine
it work that out for me thanks man
although it is still confusing that delete the original server file would not work, force install dir to another path would not work(for me),only thing work is that rename the old server path and let it create a new file
just to clarify...i installed the server via epicstore and just run it - its running now - it did take my save of steamcmd...
so it must have something to do with steamcmd not giving data to some? people
what can i use to link satrisfactory to discord?
Dedicated Server and Satisfactory isn't the same game. You have to buy satisfactory but dedicated server is for free and you don't need an account on Steam to download and run Dedicated Server hence the +login anonymous...
Just downloaded DS from Steam now with Steamcmd in Ubuntu... Worked...
Hi all, I've got a quick question - I have a dedicated server (hosted via Gravelhost) - However every time it resets / restarts, the auto pause option switches on. Is there a way to disable this so that it does not switch it off every time ?
Gravelhost has 24/7 DISCORD SUPPORT.....
I'm well aware - it's just a setting somewhere probably that's quite a common one and people know ?
It's in Server settings...
I untick it, however every time the server restarts, it's ticked back on - I'm guessing in a server config file, its set to default to autopause - Just wondering if anyone knows which file to edit
I don't know how Gravelhost build up and present their services to their customer.
Just all server files
i did always login anonymously - but i said i have no permisson - dunno - installed it via epic and now im fine
I'm still getting this reported bug from almost 2 months ago, do you know if this was ever fixed? SE_ECONNRESET error
nah, if i remember correctly someone said it was a problem with unreal engines dedicated servers so im unsure of how much coffeestain can do to fix it but hopefully they fix it soon
Searched back in here and found the 'server offline when I disconnect' is due to bug with windows. Any suggestion/recommendation for which which Linux distro to use in WSL? edit:~~ giving Debian a try.~~ trying Ubuntu
If anyone else is running their server inside pufferpanel and having trouble updating to 1.0.0.10, it's due to Steam API changes breaking DepotDownloader. There's a fix posted in the pufferpanel discord support channel.
I have an example implementation of a bot on my GitHub repo (linked on the Wiki) that shows how to use the API to send server status updates to Discord if that's what you're looking for.
Player list, stop, start etc?
Can you link me plz?
currently stop/start (actually online/offline) is implemented but you can use the API to add player count to things you look for, sure. It's here: https://github.com/dopeghoti/SF-Tools/tree/main/DiscordBot
thank you
cheers
can i msg you with any questions
'course
ty
hi I make dedicadet server and I have problem, don't know what is my public ip for server is...
linux??
win11
Oh no
Alr
Go on whats my ip
There itll state ur ip
Aaaand if u wannt people froom outsideee of urrr home to play with u
outside
poland
Alr so what router u got
orange
y
U need to do some portforwarding
Ports are like roads to ur router u have thousands but they are closed to the public
If u want to host a server on ur network u need to open these specific roads for the server to use
And thats done in ur routers config
U understand me?
Or u use something like hamachi or radmin vpn
found nat/pat
Nat/par?
where can set what port will not blocked by firewall
On win ?
router
Send me a screen of that config
Did u add this rule?
y
Usually just whatever it says it www.ipchicken.com
You won't be able to connect using that ip that, that's for everyone else
if somehow to check in console
You connect using LAN IP. The router config, DHCP tab should list it
Or if the server is on the same machine that your playing on, you can use 127.0.0.1
AKA %localhost%
external/public IP
can't connect, its offline
this need to be open for TCP and UDP traffic
Just add a nother rule with udp instead of tcp
think it's working
Uiii
What does mod loader say
?
How u loading the mod
witch mod
i dont think so
Nvm I fixed it the server time was wrong it was set to Europe time and over there dec 1 started 5 min ago
Oki
Sorry for bothering you
Dw xD we all have no life
Chill dude
I see thats the update that fkkd my cluster
definitely joking.
So have I, completely get it
what ip adress do i use to start my dedicated server
i put in my public ip and all i see is server name pending and nothing happens
what software are you using to manage your server?
what do you mean
do you use a software to manage it
no i just using the free dedicated server i watch a video and set it up properly but it is coming up like this
ok giv me a minute
ok
did you see it
Your dedicated server will run on the IP you set on the host and config files
Are you self-hosting or is it 3rd party?
Do you have to pay for servers?
If you self host, its just a little increase on the power bill. If you use a service, yeah, they kinda want to get paid
I've been playing for several weeks on a server I setup with https://github.com/apeggers/satisfactory-server-aws
With the new update I got a version mismatch so I clicked the created API link hoping that would reboot the server
This closed my existing EC2 instance and clicking the API link again started a new one, but when I enter the new IP into the game's server manager it says the server appears offline
Anybody able to help me restart it through amazon's session manager?
Can anyone tell me what this means:
steamcmd[11790]: Error! App '1690800' state is 0x6A6 after update job.
sounds like a crash during the update or something
When I do systemctl status satisfactory.service it seems to just be stuck in pre-activation and looping
If the Server runs in your home network put in the internal IP.
See my posts on this from yesterday.
The current patch is not updating existing servers with steamcmd.
That's the error you're getting.
#dedicated-servers message
I came up with a technique for bringing the server back online and at current patch level yesterday and both my servers are back online.
This post.
#dedicated-servers message
I'm fairly convinced now that you only need to capture the ini files from the old install folder.
This applies to Linux but at least one person on Windows used the same technique to get their server operational again.
For some reason , ficsmas isn't on in my dedicated server , I load the same save file locally and it's on...has anybody got any ideas?
Do you have seasonal events disabled in the server options?
Is the advent calendar visible in the hub?
Is the date correct on the server?
Has the server been restarted since the date ticked over to first December?
Is the server running the current patch?
I ended up loading the local save back onto the server and re-re-re-starting the server game, now it works (shrug) , no snow , doggos don't have red noses...but rest is working.
Any chance they fix it without me having to go through that whole process
is this how to Disable the Christmas event?
a Dedicated Server using SteamCMD on Ubuntu server. Go into /server/FactoryGame/Saved/Config/LinuxServer/GameUserSettings.ini
Then replace " mIntValues=() " with "mIntValues=(("FG.DisableSeasonalEvents", 1))
is this correct ? Or is there something else I need to do ?
I set it to mIntValues=(("FG.DSAutoPause", 0),("FG.SendGameplayData", 0),("FG.DisableSeasonalEvents", 1)) and I still get the error
also a Dedicated Server using SteamCMD on Ubuntu server. Go into /server/FactoryGame/Saved/Config/LinuxServer/GameUserSettings.ini
Im using the docker compose version
I understand this is old however this is applicable to the following bug reports: https://questions.satisfactorygame.com/post/66eaad3a772a987f4a8b9470 and https://questions.satisfactorygame.com/post/67035536ddb9d97e071edb8a
I experienced "ghost foliage" this morning and the same errors in my server log but was seemingly able to resolve it.
I edited the steps I documented for myself and wanted to share:
- Connect via SSH/RDP/console to your Satisfactory computer/VM/VPS/etc.
- Stop the Satisfactory dedicated server.
- Backup the current
Engine.inifile by making a copy and saving the copy asEngine.ini.bak.-
Add the following to the bottom of
Engine.ini:[ConsoleVariables]
net.MaxNumberOfAllowedTArrayDeletionsPerUpdate=4096
net.MaxNumberOfAllowedTArrayChangesPerUpdate=4096
net.MaxConstructedPartialBunchSizeBytes=131072 -
I use LinuxGSM and my
Engine.inican be found here:/home/<USERNAME>/LinuxGSM/Satisfactory/serverfiles/FactoryGame/Saved/Config/LinuxServer/Engine.ini
-
- Start the Satisfactory dedicated server with.
- Connect to the server's
Consolevia the SatisfactoryServer Manager. - Enter
net.MaxNumberOfAllowedTArrayDeletionsPerUpdateand confirm the output is4096. - Enter
net.MaxNumberOfAllowedTArrayChangesPerUpdateand confirm the output is4096. - Enter
net.MaxConstructedPartialBunchSizeBytesand confirm the output is131072.
Hopefully this helps someone if they are encountering something similar!
I need some help. I created a locally hosted server on my pc and I cannot join it and my friends cannot find it when entering in the info in server manager. I setup firewall inbound and outbound and port forwarding. I dont understand what else i need to do. I have read the wiki extensively. I need some guidance. Thank you
My server doesn't seem to have allow Fiscmas to be active. I even put in the code for it in to allow it. Even on the client it is allow to be active. Bug?
Thanks, I managed to do this and if I run FactoryServer.sh I can start the server and connect but it disconnects when I close my terminal
I don't understand the satisfactory.service that I created however that's the part that seems stuck
Do you host on the same system as you play?
What IP do you use on your computer to join?
Can you post the .service file?
I'm using Wolveix's Docker on Ubuntu 24.04, 12-core 1920x threadripper. Getting into building up the Phase 5 factories and the interactivity with the world is getting quite chonky... Tick rate reported is dropping into the ~30's on the server manager and belt animations and stuff are spotty...
doesn't seem to be lazer beaming a single CPU, but I'm not well versed on how the dedicated server handles wide vs fast CPUs...
Any tips for optimizations?
I know this is a unique setup but just seeing if anyone has any optimization tips.
I just remembered this is setup in Dual channel memory cuz I built it in the dark times of hardware prices, might be as simple as getting the memory kit config worked out (hmm)
Anybody have any ideas to why the game won't allow Ficsmas to run?
Warning to all dont build pipes they crashing servers at the moment
yes I play and host on the same pc. I read that I was able to do that on reddit. also I am using the IPv4 IP address for the server.
It reads the server is there on my end but I cannot join it and my friends enter the info and it cant find it at all
When I try to join it always says connection timed out
do you use your external IP, internal IP or 127.0.0.1?
if external, try internal or 127.0.0..1
is it hosted elsewhere? , the timezone for my server is 14 hours behind mine , also a server restart kick-started it for me.
The server is hosted locally and also the date is correct 12/1, I already reboot a few times even try the handle put it in the user setting when start up to 0 to make it work still nothing.
Use a command called screen.
Then it keeps running until you connect to that screen again with the command screen -r [tap tab here to fill in running screen id].
Restart the container...
i think i am using internal lemme check
i am using internal should i try external?
no, internal is right
check if the server is running
try with local firewall disabled
my friend finally could see the server will external but i can only see it with internal
ill try disabling firewall in a sec
oh, then it works fine
external IP will to 99,9% not work for yourself, but local ip is fine
i still cant join though. even my friends get the same error where connection times out
then we first need to get it working locally for you.
check the console if it is running (and if fresh install, waiting to be claimed)
I already claimed it i just cannot join the server
Its been running but nobody can join. when we hit join game it loads the normal screen as if you were joining but kicks us to the main menu saying connection timed out
did you create a world after claiming?
yes
any errors on the console?
not that I can see but I can check again. stand by
LogSave: Warning: New/Old Root size mismatch!
this is the only error-ish message i see client says your connection to the host was lost
Hey guys. I have a player trying to load his blueprints into a new save. We've made a blueprint designer and created a blueprint to make the required directory and pasted the blueprints in there. We've restarted the server, reloaded the save file, and they still do not appear. Anyone know how to resolve this?
I did I just rebooted it and after a while it showed up.
I think my misunderstanding is that it has to be on the host
That was it. I placed the blueprints on the host and they appear for the person they belong to after a server restart
search terms
"import blueprints"
If you are hosting on linux the directory is under Epic. ls -a
unlucky :/ do you know what I could try to update the current existing server? The usual update batch gets the same result...
it only downloads steamclient.dll , steamclient64.dll , tier0_s.dll , tier0_s64.dll , vstdlib_s.dll ,vstdlib_s64.dll
Client and Dedicated Windows Server on the same computer and when the local client disconnects, the server stops being on the network. I've only found ancient info in places. Is there any working workaround for this?
I've tried this, same with full server restarts
Is it possible to make a dedi server without me loosing my current world?
you can upload your saved games on the server from your local pc
how do i do that?
I just set mine up last night. Once you get the server started and go to claim it for the first time, there is an option within the server manager settings that lets you browse and upload your local saves.
Got a quad channel memory kit coming. DDR4 prices are like, 1/3 what they were O_O we'll see how it goes
16gb i was at full capacity, upgraded to 32gb and been running smooth since
Good to know. I have two more 8GB sticks to be delivered today. Right now it crashes at least once per day based on usage. I was worried it was HDD related but then I looked at my RAM usage and it was hitting the limit before taking a dive
It's nice when htop shows the RAM usage hit cap and then freeze, so that I can see it minutes later haha
i run on 8GB and haven't crashed yet idk if its the ram
I don't know if you were asking me specifically, but my dedicated server has 32 gigs of dual channel, but its a threadripper so thats not a great configuration. Getting the xtra sticks for quad channel. Memory amount didn't appear to be any issue
Hm. Well I guess I'll find out the hard way then
Hey there, I have some performance issues about exploring with friends. Only with exploring the map we get high server ping and the tick rate takes a hit. Is there an issue with my config or is it just shiti cpu?
Specs:
proxmox VE
i5-9400 2 cores allocated
16gb ram ddr4 2133 mt/s (bios limit)
enough storage
Hi Friends. i have a question that you guys properly have had 1000 times..
New dedicated server on dedicated hardware. Standard port 7777
i can connect to the server on my Lan and set it up, but i am unable to connect from the internet.
I have Portforwarded should be fine in the firewall, but do i need some epic port forward rules?
satisfactory has 2 more ports that needs forwarding
hey guys,
I have a high performance satisfactory server configured and want to test where the limits are. the results and configs will be published. is there anyone who can send me very large savegames?
you only need 7777, but both TCP and UDP
1 port but 2 protocols needs to be forwarded.
Port 7777 TCP and UDP...
well since we got a response could u help with my issue few messages ago?
try more cores and check ram usage
Your ISP may have used a CGNAT.
Check if your public IP is in this range:
100.64.0.0 and 100.127.255.255
yeah i have specificly configured 16gb but only 5 is used, but it isnt capped. Cpu doesnt reach 100%
Restart your server...
already have, every time i changed config i restart my server.
It isn't anything wrong with dedicated server.
Your CPU is good enough(Single Thread Rating of 2435).
But high ping and tickrates do tell of low quality network.
could it be cloudflare dns? we only have lag when someone is traveling to things we've never seen or doesnt go too for a while
that sounds more like an IO issue
DNS is only translating names to IP...
Then names and ip get stored in local DNS cache..
Find the bottlenecks in you nettwork.
Any clients using WiFi?
Any cable halv chewed over...
Is the switch/router getting warm...
and so on...
There is many thing that could reduce the experience of gaming...
Check you internett connection quality...
startrinity.com/InternetQuality/InternetConnectionMonitor.aspx
nope new cables, switch and router aint hot. 30s test
How is the DS runned on the ProxMox?
You sayd enough storange but what kind of storage?