#dedicated-servers
1 messages · Page 129 of 1
SATA SSD?
sadly yes
550MB/s speed there...
I'm not shure what DS demands...
ssd shouldnt be a problem right? it just says 25gb i gave 40gb, can always expand later.
Shouldn't be a problem.
VM a Linux or Windows VM?
VM???? Windows or Linux?
I do know Proxmox very well..
Sorry. I have no idea what causes your performance issues.
I have tried same setup and had no issues. Every time it starts to get a little laggy, i restart the VM, docker container and so on...
alr ty for your time, i am already planning on changing the whole server. So maybe on the new one it will perform better. final question tho, do you recommend docker container in the vm or just running a service.
skip the middle-man and go LXC
no ty hahaha, i like vm's better, i only run small things in lxc.
In Proxmox there isn't any difference.
I have a template for Ubuntu 24.04 LTS and take like 1 minute to make a new machine.
LXC and direct install there may be the slimmest solution...
Alright i will check it out. Thanks again
And then there is TurnKey - Gameserver....
I have not tested it...
I use the tteck lxc script with portainer on proxmox, and installed satisfactory server inside that
hi all, I'm new to setting one of these up and running into an issue. I am running the server via the steam UI, opened port 7777 inbound on my desktop, and forwarded that port on my router to my desktop as well.
I am able to connect locally to the server, but my friend is having issues connecting. I'm pretty sure the connection is good because when he hits my IP in the browser he gets the following message which is the same one I get from the server. Any ideas why his client can't connect to the server?
{"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""}
You might have forgotten to forward 7777 UDP
Need both TCP and UDP forwarded. I think some routers also have a weird behavior when you do the "both" or "any" setting on the protocol, so it's best to do a separate rule that forwards 7777 TCP and UDP to your server/pc
Hmm, I did that on my desktop, but I may have forgotten the router one. Let me double check
Does FICSMAS require something special to enable on a hosted server?
I'm wondering that, myself. I have a server hosted on G-Portal. If I download a save and hit resume, FICSMAS is underway. But if I connect to the running server, it's not happening yet.
I restarted my instance again (IndifferentBroccoli) and it appeared now
Haha, a reboot. Who'dda thunk it? That fixed my problem too
ficsmas is not showing up
FAkAudioModule::UpdateWwiseResourceLoaderSettings : No Resource Loader!
anyone knwo this?
fixed by restart
Hello everyone! I have been running a dedicated server on a dedicated windows 11 pc for about a month now. Within the last week or so I have started getting this rubber banding issue. There is only 2 of us that connect I am connecting via local connection and my friend is of course connecting via IPV4. We were playing today and for the first time his game completely crashed. I thought it was because of Ficmas so I turned it off ||Ada really liked that||. Still having the same rubberbanding issues. Also both clients and dedicated server is up to date. Does anyone have any suggestions? Thanks
Hello guys. I looking peoples who playing Statisfactory an being active all days because is boring to play alone. So yeah. Yestereday I playend, on new fresh server, and make so much progress alone.
Not long, last time I played about 50hours each days. Whe I go home I ask a server owner, prehaps you can join, okay?
And Dm me!
do you have a lot of blueprints loaded?
Do try removing the blueprints completely and check if the issue persists
Wrong channel.
Here the correct one.
https://discord.com/channels/370472939054956546/1201555265942724758
Good day to all of you. I hope someone can help or shed some light on this problem
We are running our own dedicated satisfactory modded server that has been working 100% with mods.
After the new patch we waited for the mods to be updated and it was witn in 1-2 days.
Updated the server and mods and after trying to join the server it keeps on saying time out or lost connect to the host, its running with MS of 20.
I have done a fresh install of the server and sitting with the same error
Missing String table entry your connection to the host was lost
I can hear the factories in the back ground when i join but its just a black screen before i crash to main menu
I have a suspension it could be the mods but there all green lit.
I can say that it works when running on offline but after a some time it does crash
Does anyone maybe have idea that could help please?
Post your logs; user/appdata/local/factorygame/saved
doing my best to find it on this server box
Thank you for the help so far
Actually your local logs should be fine to start
The logs wont upload
This was the fix. Thank you!
Hi everyone. I'm also troubleshooting a dedicated server issue. I'm running a Windows Server with SteamCMD. My game version is 382498 but the server version is 368883. I am running the command with +force_install_dir but my server is convinced it is up to date. Any suggestions?
I fix it here it is
Looks like a buffer overflow condition
Is there any way i can fix it?
I can how ever say this
Yeah it looks like its overflowing due to the number of objects being rendered on the convery betls
try lower the conveyer belt quality in settings
Here is the offending line: LogNetPackageMap: Warning: FNetGUIDCache::SupportsObject: MaterialInstanceDynamic /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Build_Loose_C_2147332400.ContainerSignMesh_Loose.MaterialInstanceDynamic_2147456148 NOT Supported.
[2024.12.03-14.11.09:799][103]LogNetPartialBunch: Warning: OutgoingBunches.Num (272) exceeds reliable threashold (8) but this would overflow the reliable buffer! Consider sending less stuff. Channel: [UActorChannel] Actor: FGConveyorChainSubsystem /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.ConveyorChainSubsystem, Role: 3, RemoteRole: 1 [UChannel] ChIndex: 528, Closing: 0 [UNetConnection] RemoteAddr: 197.91.86.165:51707, Name: IpConnection_2147444593, Driver: GameNetDriver FGDSIpNetDriver_2147473283, IsServer: YES, PC: BP_PlayerController_C_2147444584, Owner: BP_PlayerController_C_2147444584, UniqueId: Steam:1 (ForeignId=[Type=6 Handle=0 RepData=[61AC350301001001])
[2024.12.03-14.11.09:802][103]LogNetPartialBunch: Warning: SendBunch: Reliable partial bunch overflows reliable buffer! [UActorChannel] Actor: FGConveyorChainSubsystem /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.ConveyorChainSubsystem, Role: 3, RemoteRole: 1 [UChannel] ChIndex: 528, Closing: 0 [UNetConnection] RemoteAddr: 197.91.86.165:51707, Name: IpConnection_2147444593, Driver: GameNetDriver FGDSIpNetDriver_2147473283, IsServer: YES, PC: BP_PlayerController_C_2147444584, Owner: BP_PlayerController_C_2147444584, UniqueId: Steam:1 (ForeignId=[Type=6 Handle=0 RepData=[61AC350301001001])
[2024.12.03-14.11.09:803][104]LogNetPartialBunch: Warning: Num OutgoingBunches: 272. NumOutRec: 0
[2024.12.03-14.11.09:803][104]LogNet: UNetConnection::SendCloseReason:
[2024.12.03-14.11.09:803][104]LogNet: - Result=ReliableBufferOverflow, ErrorContext="ReliableBufferOverflow"
i started a server with no mods and it worked 100% was able to walk around and farm. the second i added 1 mod same problem and its any mod that is up to date. On a fresh installed server
I have even tested the save from the server offline and it runs
Ok i will try to see if that works
same problem. I can hear the game in the back ground but i have a black screen
and this is the second message after trying again
Can you confirm that the network quality settings for both the client and the server match? For example, if Client is set to Medium, the server should also be set to medium
try lowering them both to medium
Shutdown and restart the server, connect to it, and if it boots you again upload your latest log
log from the server side yes not my side?
Local client log is fine
You have broken mods calling invalid objects
RedefinedPower
do you have the error where or what is broken of the mod?
sup guys, got some issues with my dedicated server. we are currently building a huge power supply with pipes and stuff. my log is down here, but seems like this is a known pipe bug
It looks like several of them are calling invalid source objects
Thank you Kestrel. I will report it on there discord. If they call lies I will just copy the chat
Thank you. Big help I hope this can be fix soon
Do you see any other errors on the logs?
Yes but I am not sure if they are caused by the mods or not
Thank you. I am writing a report on there discord as you speak.
I will let you know what they say
Thank you for your information
Taking the logs over as well
Yeah I am not a mod person by any means so they would be best suited to help you there
good luck
force_install_dir will force whatever location follows that parameter - two things to check: Is that location the correct one where your server actually is being run from? and, are there spaces in the directory location? If so, did you make sure to enclose it in quotes?
Thank you. I will do my best
e.g: C:/mygame/ i am a user/ factorygame
should be "C:/mygame/ ia am a user/factorygame"
I have reported the mod and am awaiting a response
I only mentioned the command because it came up commonly on Google searches for troubleshooting. I'm certain the directory is correct, this is the first time I've encountered this since dedicated servers came out.
that was it, thanks @thorny dew !
how did the patch cause issues?
they set a limit on the amount of items that can exist so that made a buffer overflow error. AKA you can only have a few mods loaded at a time or limit mods
yes
good to know, I'll keep that in mind
same line I caught; different subsystem buffer than I expected the issue to be in
there bot got to work the second i posted it
it identified the problem with in seconds
[2024.12.03-18.13.15:864][ 0]CrashReportCoreLog: OnProcessRequestComplete(), State=InitialSendData bSucceeded=1
[2024.12.03-18.13.15:864][ 0]CrashReportCoreLog: State change from InitialSendData to SendingFiles
[2024.12.03-18.13.15:864][ 0]CrashReportCoreLog: CompressAndSendData have 4 pending files
[2024.12.03-18.13.15:864][ 0]CrashReportCoreLog: CompressAndSendData compressing 8682 bytes ('/home/container/FactoryGame/Saved/Crashes/crashinfo-FactoryGame-pid-42-1E132A41DDE24A09A1C69C68D67E4285/CrashContext.runtime-xml')
[2024.12.03-18.13.15:864][ 0]CrashReportCoreLog: CompressAndSendData compressing 100775 bytes ('/home/container/FactoryGame/Saved/Crashes/crashinfo-FactoryGame-pid-42-1E132A41DDE24A09A1C69C68D67E4285/FactoryGame.log')
[2024.12.03-18.13.15:864][ 0]CrashReportCoreLog: CompressAndSendData compressing 3483 bytes ('/home/container/FactoryGame/Saved/Crashes/crashinfo-FactoryGame-pid-42-1E132A41DDE24A09A1C69C68D67E4285/Diagnostics.txt')
[2024.12.03-18.13.15:864][ 0]CrashReportCoreLog: CompressAndSendData compressing 216 bytes ('/home/container/FactoryGame/Saved/Crashes/crashinfo-FactoryGame-pid-42-1E132A41DDE24A09A1C69C68D67E4285/CrashReportClient.ini')
[2024.12.03-18.13.15:868][ 0]CrashReportCoreLog: Sending HTTP request:
[2024.12.03-18.13.16:031][ 0]CrashReportCoreLog: OnProcessRequestComplete(), State=SendingFiles bSucceeded=1
[2024.12.03-18.13.16:031][ 0]CrashReportCoreLog: All uploads done
[2024.12.03-18.13.16:031][ 0]CrashReportCoreLog: State change from SendingFiles to Finished
[2024.12.03-18.13.16:632][ 0]CrashReportCoreLog: Final state (Receiver) = Finished
[2024.12.03-18.13.16:632][ 0]CrashReportCoreLog: Final state (Receiver) = Unknown UploadState value
[2024.12.03-18.13.16:632][ 0]CrashReportCoreLog: Final state (Receiver) = Unknown UploadState value
[2024.12.03-18.13.16:632][ 0]LogCore: Engine exit requested (reason: CrashReportClientApp RequestExit)
[2024.12.03-18.13.16:632][ 0]LogExit: Preparing to exit.
[2024.12.03-18.13.16:634][ 0]LogExit: Object subsystem successfully closed.
[2024.12.03-18.13.16:635][ 0]LogModuleManager: Shutting down and abandoning module HTTP (12)
[2024.12.03-18.13.16:649][ 0]LogModuleManager: Shutting down and abandoning module SSL (11)
[2024.12.03-18.13.16:650][ 0]LogModuleManager: Shutting down and abandoning module CrashDebugHelper (8)
[2024.12.03-18.13.16:650][ 0]LogModuleManager: Shutting down and abandoning module CoreUObject (6)
[2024.12.03-18.13.16:650][ 0]LogModuleManager: Shutting down and abandoning module PakFile (4)
[2024.12.03-18.13.16:650][ 0]LogPakFile: Destroying PakPlatformFile
[2024.12.03-18.13.16:651][ 0]LogModuleManager: Shutting down and abandoning module RSA (3)
[2024.12.03-18.13.16:655][ 0]LogExit: Exiting.
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
/entrypoint.sh: line 24: 42 Segmentation fault (core dumped) ./Engine/Binaries/Linux/FactoryServer-Linux-Shipping FactoryGame ?listen -Port=${SERVER_PORT} -ini:Engine:[HTTPServer.Listeners]:DefaultBindAddress=any```
Getting this error anyone see this before?
What kind of container are you running the server on?
Docker
Docker / Pterodactyl
Thank you for the reply, Both UDP and TCP is open for 7777.
Thank you for your reply, my puplic IP is the following, so well outside that range, i have been able to host many other games. Are there any special epic ports that need to be opened?
I don't know much about Ptero; I would recommend Wolveix's docker image, I know that one works and is recommended by the Wiki
Ill take a look thanks!
A specific IP range doesn't necessarily mean you are on CGNAT; but if you able to expose and hsot other services I don't believe that to be the issue, anyway. Double check the port used by the server in the config file and that they match the ports being outbound forwarded by your router. The default as of 1.0 is 7777 UDP and 7777 TCP
The game uses 443 to get data from Epic/Steam, so you won't have any forwarding to do for those services.
I am updating and restarting my unifi Dreammachine and resetting my ISP router (it's in brigde mode) i might also try another port instead of the default port. can the port be changed in a config file or do i need to use the -port command when starting?
They can be changed in the config file; just make sure whichever you choose are not in use by any other program/service and that you forward those ports outbound at your router. Bridge mode shouldn't be an issue unless you don't have -multihoming configured and are hosting on the same machine in which you play as a client
Dedicated server and only host plex, home assistant and plex on 3 different physical servers. so that should be in the clear.
You could try adding the -multihome argument to the config file
will do that :)
Are you running it as a service?
ah I see; if its Firewall you want to work from the server backwards. Starting with the server host firewall, set a one forward rule for 7777 TCP, and then another for 7777 UDP
then if you have the server hosted on a cluster and is managed by a software firewall, then same. and lastly the gateway firewall
We can rule out the host
C:\servers\satisfactory\FactoryServer.exe -log -unattended -multihome -port 7777
-multihome=publicip
CGNAT has its own reserved IP range between 100.64. 0.0 and 100.127. 255.255.
if anybody knows this, i would really appreciate it, since its unplayable since a few hours and my friends are getting on my nerves ;D
i got some red text about when i start my server, i wonder if that can be why it's not able to connect via public IP?
how to turn off auto restart server?
you should not. UE needs it, otherwise you will get bugs
if you want to move the restart time, the setting is an absolute clock, not an interval
still having the issue where i cannot join my own server. might be a mod but i setup a different server for another game and it works just fine which is why i think its a mod
disable the mod and try again?
idk what mod it is I have 101 mods lmao
it works fine in single player but i think it might be a mod that has issues in multplayer maybe but i cannot find it
I can send you the file of my mods and maybe you can find it? but I dont want to waste your time
sry, i have no idea about mods
damn well i did dm you just ignore it then
Post your client log; I'll find the error.
my client just says connection to the host was lost, is there something else you need?
actually, you probably already mentioned the error. If you have 101 mods; dedicated servers only allow like 11
If you can send me your local client log file I can verify; but yeah currently dedicated servers have a mod limit and its 11, or sometimes 8 depending on the buffer size necessary
| Waiting for client config...OK
satisfactory-server | Waiting for user info...OK
satisfactory-server | Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
satisfactory-server | Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
satisfactory-server | Error! App '1690800' state is 0x6 after update job.
Ugh here we go again
0x6 is no connection to the server
the update server, I mean
its a 401 in other words
did you set login anonymous?
I was running about 80 before having issues with this update
i can send you the mod pack
Don't need it; just send the log file located at /user/appdata/local/factorygame/saved
okay stand by
I mean, I already know what the issue is, but I will show you the specific log entry so you can see it too
sent you a dm
oyi same problem again with update.
its weird. it looks like the docker is still running, steam-cmd is still hitting the CPU, but the log output is just b0rked
yea, steam-cmd is running and downloading (slowly), and the health check/watcher is timing out/dying. so, its going in the background, update is downloading and doing a thing
it just fails out because the health check/logger itself is failing oout
I'll give it a bit while the Steam CDNs fill up and I get the game slowly, report back
Ive never seen an issue with downloading or updating from SteamCMD; is it still throwing 0x6?
Are you able to ping something like 8.8.8.8?
err. discord isn't letting me paste the log.
the server is running and properly on the internet... if thats what you are asking
x606 is a corrupt file state
steamcmd app_uninstall 1690800
then reinstall using force_dir to the correct directory
yea I just saw it spinning more, blasted away the steamapp directory and it seems to be fetching once again
Has anyone else experienced entire sections of their rail networks no longer showing the blocks?
I wish there was a script that could periodically check steam to see if satisfactory has been updated.. and if it had restart the server
in theory if you have the server running as a service it can be configured to gracefully restart at a given interval and then check and install updates during the startup script.
That is how mine is configured, anyway
it seems like steamcmd is the issue with that.. as I don't think there's a command to poll the version running
Yeah, but mine has people on it at all kinds of odd hours, so the chances of it interfering with someone playing by shutting the server down is somewhat high xd
Planned downtime! Mine restarts at 2300 every night
that doesn't work for me.
I mean, you could create a failover or hotsite that copies the latest server state, takes over while the production server restarts....
Ohwell.
but that seems like a lot more work than "hey don't log in during x time for 15 minutes"
I mean if steamcmd had a way to list the app version or anything that could be used as the game might have changed a script could be written for that. it doesn't seem like there's anything like that. so outside of forcing a regular restart of the service it's not possible
hey a friend has a problem where he cant connect to the server
he get this
other are able to join
so lets say SteamCMD says: "oop, theres an update"; and you have people actively logged in... the same situation occurs. People have to depopulate the server for a restart.
check the public IP and port; if other people are able to access it from outside the internal LAN, its a client issue
oke
that's fair, because they'll need to update their game too xD
okay. clearing out the steamapp dir and factoryserver dir did the trick, fresh install.
save loaded right up on docker container start
I think the ideal way would be for the server to do graceful restart and update when the server empties and goes from "active" to "awaiting connection"
Then, I swapped the 32gig of dual channel ddr4-3000 memory for 128gig of quad-channel ddr4-3200 (with all timings set right) and wowza (its a 1920x threadripper). Tick Rate in the Spagetti mess is able to maintain 100+ vs ~25 before
lots of subtlety on threadripper, changed some of the NUMA and other stuff too, so not full apples/apples
oh my. this is SO much better. heck yea
kinda makes me wonder how a processor not almost 8 years old would deal with it heh
lol Im on an RTX 4090 and Ryzen 9 7950X and it still chugs rendering my megafactory
well, rendering is a different thing than actually managing the server eh?
Was getting all sorts of rubber banding and belts being herky-jerky just sitting there
very true, I wouldn't run a threadripper on a desktop. My server is a prox cluster on a refurbished Dell server... plenty of RAM but probably lacking in the CPU... I honestly have checked
havent*
well, the threadripper is a salvage build for my local home server.
game runs on my 7800x3d/7900xtx
Someone thought it'd be a great thing for their own personal PC... I picked it up in 2020... and it serves as a game server/nas/transcoding factory way more effectively
threadripper pro's.. the new ones make beastly game server cpu's.. strong cores with high single thread performance.. otherwise I'd avoid anything xeon/eypc for game servers xd
gosh if I were made of money
just the motherboards cost more than the CPU/GFX/Mobo combo of my game PC lol
does a dedicated server performance influence the observed behavior of placing/building? or is placebo making me feel like my game is running 10x better
pretty sure my old dell is a xeon
The server dictates the world state and the client pushes changes to the world state. The faster the server can process state changes, update the world, and send the state change over the network, the less rubber-banding you feel on the client side
heck. freaking money well spent
the rubber-banding is caused by a desync between the client state and the server state. The server always overrides the client, so when you do something and the server has to catch up, that difference in time is what you feel as banding
excuse my language O_O
well, for all of the many, many of ya'll that are hosting your FactoryGame on a TR-1920x, make sure you get your memory setup right O_O
I just download RAM from OneDrive and set it up as SWAP space xD
you can indeed download more ram now.
I suppose that'd go for all the 19xx and 29xx threadrippers, tehy all have the same memory controller/split die type thing
I'm hosting two satisfactory dedis on a 5600gt
I bet that thing has better CPU performance overall than the 1920x lol
single AND multithreaded... AND it has like, a 3x better memory controller
how do you set it up like that?
On Linux you would use a service under systemd; on Windows, something like NSSM is recommended
oh gotcha
LOL NON SUCKING SERVICE MANAGER
lol the number of windows apps that are named like that
Did you ever get yours sorted? I thought of some things on my commute today to help if you haven't
Hello everyone,
I have Pterodactyl installed on a VPS, and I’m using Cloudflare with a proxy. However, when I try to connect to the game, it shows the server as offline, even though it’s actually online. The ports are open, but it still doesn’t work—I can’t log into the game or claim the server. Other games are working just fine, but Satisfactory is the only one giving me trouble. Has anyone experienced a similar issue? Can anyone help me resolve it?
Another update this morning and SteamCMD is failing to update the existing installation.
As a result, when you try to join the server you get a version mismatch.
This is the same behaviour with SteamCMD experienced last Friday.
Loading Steam API...OK Connecting anonymously to Steam Public...OK Waiting for client config...OK Waiting for user info...OK Update state (0x3) reconfiguring, progress: 0.00 (0 / 0) Update state (0x3) reconfiguring, progress: 0.00 (0 / 0) Error! App '1690800' state is 0x6 after update job.
This is the installation code:
export InstallationDir=/mnt/server/SatisfactoryDedicatedServer mkdir -p $InstallationDir ./steamcmd.sh +force_install_dir $InstallationDir +login anonymous +app_update 1690800 validate +quit
As before, the quickest way to get the server back online will be to rename the old install folder, install anew in parallel, and move the ini files over to the new install.
As a caveat, I noticed last night on a server which had this done to it that all the blueprints created prior to 1.0 were missing from the blueprint folder.
New 1.0 blueprints were present.
They weren't touched during this process so might be a seperate issue but not the first time I've seen it.
The workaround for that is to move all the blueprints out and back in with server restarts in between.
QA Post
https://questions.satisfactorygame.com/post/67502323c3824959d2139495
Can you post the server config script?
0x6 is still a failure to update from the steam server. what install command are you using>
Got the same error... updated two days ago and today no luck with the same "app_update 1690800 validate" (anonymous login)
Here's the command line I'm using.
./steamcmd.sh +force_install_dir $InstallationDir +login anonymous +app_update 1690800 validate +quit
Tried the force install as well. Same error. I guess I will reinstall again... its almost every couple update I have to reinstall the server... I am wondering what I am doing wrong.
I don't think we are, this never happened before.
The last two updates have behaved the same way.
This and the previous.
The last one was OK for me actually. 🙂
I am lost... 🙂
OK, so now I used the whole command - running the steamcmd from cmd with the commands and it works. When I typed the steam commands after I ran the steamcmd it showed the error. So one complete command line works - separate commands in the same order dont... for me that is... strange.
Did you define the installationdir variable?
If not then I guess it will default to the current working directory.
Yes. I did. (and changed to steamcmd.exe) Fully installed now... I am wondering if the last updates I havent done the same way at the end... I will stick to the one long command line instead of one by one. Thank you!
After renaming the existing server install folder and running the reinstall again the server installs correctly.
Now to move the ini files over.
Loading Steam API...OK Connecting anonymously to Steam Public...OK Waiting for client config...OK Waiting for user info...OK Update state (0x3) reconfiguring, progress: 0.00 (0 / 0) Update state (0x3) reconfiguring, progress: 0.00 (0 / 0) Update state (0x61) downloading, progress: 1.30 (55981912 / 4311132730) Update state (0x61) downloading, progress: 8.05 (347020787 / 4311132730) Update state (0x61) downloading, progress: 16.44 (708813205 / 4311132730) Update state (0x61) downloading, progress: 25.84 (1114074829 / 4311132730) Update state (0x61) downloading, progress: 35.44 (1527773697 / 4311132730) Update state (0x61) downloading, progress: 44.60 (1922918836 / 4311132730) Update state (0x61) downloading, progress: 55.40 (2388330855 / 4311132730) Update state (0x61) downloading, progress: 66.31 (2858545450 / 4311132730) Update state (0x61) downloading, progress: 75.69 (3263027912 / 4311132730) Update state (0x61) downloading, progress: 85.68 (3693947832 / 4311132730) Update state (0x61) downloading, progress: 90.02 (3880982697 / 4311132730) Update state (0x61) downloading, progress: 94.02 (4053267951 / 4311132730) Update state (0x61) downloading, progress: 97.30 (4194563567 / 4311132730) Update state (0x61) downloading, progress: 99.78 (4301626006 / 4311132730) Update state (0x81) verifying update, progress: 8.61 (371042492 / 4311132730) Update state (0x81) verifying update, progress: 20.56 (886570827 / 4311132730) Update state (0x81) verifying update, progress: 32.43 (1398083075 / 4311132730) Update state (0x81) verifying update, progress: 44.29 (1909481579 / 4311132730) IPC function call IClientAppManager::GetUpdateInfo took too long: 43 msec Success! App '1690800' fully installed.
where can i find it?
FIXED! Thanks
you can use server manager https://github.com/asidsx/SatisfactoryPyServerInstaller
DON'T INSTALL THINGS FROM UNKNOWN SOURCES!
YOU ARE AN UNKNOWN RUSSIAN!
no you )
Hey, I keep getting the Version mismatch error on my server, and I've been running the update command on SteamCMD a good number of times (app_update 1690800), and I can't quite figure out what I'm doing wrong that its not updating when I try to login to the server
Nvm I fixed it, turns out I was installing to the wrong place 😛
Is no Ficsmas on server a normal problem?
Did you enable events during the initial server setup when you were configuring the world?
Not sure, I am not the admin. But admin couldnt figure it out
If they didnt I reckon they can turn it on now?
It seems not... but you can try changing the settings in GameUserSettings.ini.
<installation_directory>\FactoryGame\Saved\Config\WindowsServer\
Add or modify the line
[/Script/FactoryGame.FGGameUserSettings]
FG.DisableSeasonalEvents 0
Seasonal events
Seasonal events, such as FICSMAS, can be disabled (0) or enabled (1). Note that the line will disappear after the server is restarted, but will take effect regardless.
is it possible that dedicated servers dont have the update yet?
nvm, it installed by itself POG
not Sorted.. :( i am pretty sure it's my unifi Dreammachine that is not configured correctly. i tried to start a normal FTP server and i cannot forward to Port 21 either.
So, i either restart my whole network (Because port forwarded used to work but i cannot for the life figure out why it stopped) or i find someone who can help me figure out what is blocking custom ports
Tried it yesterday and it worked fine...
Intsalled first steamcmd and then ran this command in the folder where steamcmd.exe was.
steamcmd.exe +force_install_dir "C:\ds" +login anonymous +app_update 1690800 -beta experimental validate +quit
i have been tricked.. i did not notice the IP on my actual my UDP.
Looks like i am actually behind CGNAT..
but when i do a what is my IP adress it is not the same as the IP on my UDP so they most do some trickery
contact your ISP support. They have various ways to tunnel thru. Mine wants me to lease a static IP at $5 a month
wdym by "not same ip" ?
there are no "various" ways to go around a cgnat
it's none cgnat ip or nothing
it was Experimental branch not Release
for release you just set -beta public
or
Search for 'myip' on Google, and on the first websites, you will find your external IP address.
nope that just put default (= whatever already been set or fresh installation default)
donknow, I AM behind one, and my ISP can tunnel thru it. j/s I've herd of a few other workarounds, but never experienced any of those. Maybe it's not correct if you are overly critical, but itf it makes it work, it makes it work
what's the point in you giving me wiki page link ?
what are you calling "tunneling" there is no tunneling
it's just called a non cgnat address
Because it sometimes retains the previous version, while your key forces it to do so, but it is not mandatory.
well if you want to select release branch this is pretty much it
otherwise it does not select any specific branch
Noted well.
I Don't have steam installed. No need to install steam just for running Dedicated Server.
Ghost Trains on dedicated server.
Trains sometimes appear frozen in place on dedicated server.
They can't be examined or boarded and are actually not there.
You can hoverpack through them and other trains will drive through, with a judder.
This has been a feature since 1.0 released but is more widely experienced on my main save as I have 340 trains in the build.
QA Post:
https://questions.satisfactorygame.com/post/675179fbc3824959d213961b
Must be nice lol im still getting server mismatch
It will just NOT pull this new update down and I am at a loss
you can try my script https://github.com/asidsx/SatyUbuntuInstaller
or try +login anonymous +app_update 1690800 -beta public validate +quit
Quick question, is there a way to run multiple servers on a single machine?
I ended up just deleteing the isntall and running the force again
worked just fine
tired of doing this lmao
Take away the "/home...." and use just /home... without the " "...
steamcmd +force_install_dir /home/factory/server/FactoryGame +login anonymous +app_update 1690800 validate +quit
But it's better to try like this first this first. Then you don't have to vorry about file rights...
steamcmd +force_install_dir ~/server/FactoryGame +login anonymous +app_update 1690800 validate +quit
Absolute path would be...
steamcmd +force_install_dir /home/admin/factory/server/FactoryGame +login anonymous +app_update 1690800 validate +quit
Thank you. Will keep this in mind
where is the blueprint save file located at ?
Does anyone have a solution to the problem in this reddit thread? I am having the same issue. https://www.reddit.com/r/SatisfactoryGame/comments/1fe10me/dedicated_servers_connecting_using_a_fully/
Can not connect to the server using a domain instead of ip
is your host locally on your network or on remote location?
I have a server locally.
you need to add DNS entry with same FQDN on your local network and point it to your internal ip of that host.
Why? I can ping server1.domain.com without problem. I have the same setup for several other servers, just satisfactory is not working.
So, there could be some differences between your other gameservers and satisfactory in terms of network traffic. The first thing to verify is that you are actually using a L4 loadbalancing method on the reverse proxy and not anything else, but I expect you already have that since other games also have that requirement.
One of the other things in thatbthread (is it you?), is using a CNAME record, although it makes it easier to manage the IP through a single A record and point all CNAMEs to it, it may pose a problem due to the DNS having to do 2 resolves. What if you try it with an A record first and see if it works? Maybe satisfactory cant resolve the CNAME
accessing local host with external ip is never good thing. you're creating unwanted loop for routing and firewall rule as time goes on.
It is not my thread, but the issue is the same. I've tried with an A record and CName, none of them working. I should add that I know the server itself is connecatable if using the IP when connecting locally as well as from outside of the network.
When using a CName the ingame menu lets me add the server, but it says it is offline.
When using A record it straight up will not even let me add the server to the list.
So if you use the IP from the A record it is able to connect?
yep, but not with the domain.
And you are 100% sure it resolves to that IP (i know, crap question)
To be honest I havent done anythong with Satisfactory lately so not sure if the domain adding is functional today? Maybe someone else can confirm
If i am not blind, yes. I am using cloudflare which is somewhat dummy proof
might just be a thing with satisfactory and domains. I can not see what I am missing.
It's not a huge problem since i could just give the ip, but i'd perfer not to do that.
When using direct connect with A record this is the error it gives me.
So if anyone can confirm they access their server on dns basis ingame that would be great.
Also in the meantime, do you have a split dns setup? Internal/external difference?
Hello, is anyone else having trouble pulling the new update ?
ln: failed to create symbolic link '/home/steam/.steam/root': No such file or directory
ln: failed to create symbolic link '/home/steam/.steam/steam': No such file or directory
Redirecting stderr to '/home/steam/Steam/logs/stderr.txt'
Logging directory: '/home/steam/Steam/logs'
[ 0%] Checking for available updates...
[----] Verifying installation...
UpdateUI: skip show logoSteam Console Client (c) Valve Corporation - version 1733269577
-- type 'quit' to exit --
Loading Steam API...OK
Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
Error! App '1690800' state is 0x6 after update job.
steam@satisfactory:~/SatisfactoryDedicatedServer$
this is what im getting
Pretty sure since 1.0 you have to issue an SSL cert with your domain (ensuring the game is using your cert), and force all users to connect via the domain
Ah sorry, that was more for @bitter mural I guess
I will try this
Worked like a charm. thanks for the help
This is from lag.
where are the dedi server log files stored again??
Thanks!! This worked for my dedicated Server 🙂
are you using steamcmd?
I need some help my server has been shutting down immediately and I cannot find what is causing this crash
does anyone know why this is happening?
Would I have any issues just directly uploading my world files to a dedi server and continuing my progress there?
nope! in fact the server manager built into the game client has a save-file uploader tool built in
the only issue you might have is any inventory on your person so best stash that into a bin first before saving and uploading so that you can collect it on the other side
I gotcha thanks for the tip
we are blessed
Hello, are dedicated servers such as ones on nitro able to run mods now?
help?
Post the entire log; local side first
it is a local deicated server, what file do you need?
linux or windows?
windows
/%appdata%/factorygame/saved
my client hasnt crashed at all just the server wont start the last crash file i have for the client is on the first which i thin you did help me with before
ah, so you aren't even logging, ok. Send the full version of the log you posted above.
Failing to bind 0.0.0.0:7777
The server can't bind to localhost (0.0.0.0) it needs its own static IP on the LAN
LogServer: Warning: Failed to bind Server API Socket 'FGServerAPISocket' To Address '0.0.0.0:7777': SE_EADDRNOTAVAIL
LogHttpListener: Error: HttpListener unable to bind to 0.0.0.0:7777
it should be, i dont know why it is trying to load to a different ip I have set for it
can I force it to use a specific ip with the batch file I have setup?
because thats how im doing it now
Its also failing to load a ton of mods because they can't be found, but I don't think that's causing the shutdown
i changed it to only 11 mods like you said it shouldnt be trying to find other mods
NoClearance is generating just an absolute mess in the initialization log section
but the packages are also being skipped since they can't be loaded, so like I said probably not the failure here
so can I force it to use a specific ip with the batch file I have setup? because thats how im doing it now
post the batch file
@echo off
echo Checking for updates...
D:\Games\Servers\steamcmd\steamcmd.exe +login anonymous +app_update 1690800 +quit
echo Starting Satisfactory Server...
cd D:\Games\Servers\steamcmd\steamapps\common\SatisfactoryDedicatedServer
start FactoryServer.exe -multihome=192.168.1.35 -ServerQueryPort=7777 -Port=7777 -log -unattended
It should be find to configure the server startup with a script
-ServerQueryPort=1577 -Port=7777 -multihome=192.168.1.35
try that
yeah a misconfigured IP shouldn't shut the server down, really.
I think your entire server is borked.
what could have happened because it was running just fine last night and nothing changed
Its still trying to load about a hundred mods.
and there was an update today
Generally speaking, I just try not to run mods on dedicated servers... You have to wait days or so for all the mod managers to update each time a new vanilla update is pushed out.
I found the issue, because i had to have my ethernet unplugged because my cat chewed through it i switched to wifi which changed my ipv4 address I changed it on the batch file and now it is running
LOL
when you mentioned the ip saying 0.0.0.0 i thought it was weird and wanted to check the internal ip. the external is the same so my friends should be able to join but i had to add another server but it is still the same save and everything. how goofy
yeah 0.0.0.0 is localhost and isn't routable
Is anyone familiar with the NSSM and task scheduler setup on Windows? I'm following https://satisfactory.wiki.gg/wiki/Dedicated_servers/Running_as_a_Service but it's not doing updates to the server. If I manually run the update.bat it does perform an update but it's like NSSM isn't launching it and Task Scheduler only stops the server doesn't restart it
yo anyone need someone to play with im down 🙂 looking for a casual 24/7 server
Plenty looking in #1201555265942724758
thx
Did you automate the server update with task scheduler? otherwise it will only update when the service is started
I did set it to be automated with task scheduler it will perform the stop server, but it's as if the server update aspect of it does not perform it's part as if I check the server the next day it's shut down and not updated.
is there a fix to server going offline when the host disconnects from the game?
edit: already found a fix. All i had to do was use my internet ip instead of local ip
Hi All
Does anyone run a Satisfactory Server on a Synology Nas? Cant find a good video that explains how to run it 😮
Most NAS dont have the CPU power to run the Server.
Of you really wanna try install docker or virtual machine manager and run a container/VM
Any idea what the green means?
It's been a thing since 1.0 but can't figure it out.
Sometimes when using the Ficsmas Power Lights connection indicators persist.
Observed on dedicated server.
This was observed last year also.
This persists in photo mode also.
https://questions.satisfactorygame.com/post/675301b8c3824959d2139873
Your last two posts is off topic for this channel.
I have just come back to the game from a 2 months break but now my server wont start. It just get stuck in somw dweird downloading errors when doing docker compose up
I only play on dedicated server, therefore all my posts are relevent.
What is more, they are for the purpose of logging a ticket.
I do not need nor ask for your permission to post.
Just so we're clear.
How is this relevant? that is just a question generally about the game.
as above
Plus... https://questions.satisfactorygame.com/post/648b7a2e87a1e63b6cee4374
As far as i understand this channel isent about the gampley itself on dedicated servers. It is about the actual server part and setting it up etc. And that dosen't make a general gampley question relevent
And if you generaly look in this channel it is the techincal side not the gamplay side. THay second post is mby relevent but no way first is.
Anybody who knows?
I even tried just setting it up from scratch but that dident work
was the last time you had it up before the 1.0 launch?
no
It's not about what you're playing on. This channel is for Dedicated Server and how to make that server run like it's supposed to. What content you have to run on that dedicated server is for another channel.
I don't make the rules and you don't need my permisjon to post.
But I do have enough respect for creators of this channel to follow their rules.
I never had problems with the dedicated servers, but right now, the ping is surprisingly high and some people can't connect at all. Is there anything broken in the newest update or the infrastructure?
Does a restart fiks it?
No, but we found the problem. It's probably the earthquake in California.
Use WinMTR to determine where along your route is the problem.
winmtr.net
i have a Docker online and im still runing a Satisfactory Server. Ingame i see the Server but i get the Error "Failed to Connect to the Server API" :/
I turned the Firewall from the Synology NAS off and got the right Forward on my Network Router. Anyone an idea whats the Problem? 😮
Port 7777/tcp is unreachable
FYI, -ServerQueryPort doesn't do anything anymore, and can be removed
i just ran the update to completion but the game still says the server has a mismatch with the game
whats weird is i think the server is at the right version but my game client isnt??
ok... looks like for some reason steam didnt update my game, even though it says it did an update last night
So I was just playing on my dedicated server and got disconnected. When I logged back in I was back at my base with no items. It seems like it logged me in almost like a new character. I ran back to where I had been D/C'd and there's another 'me' just sitting there like i'm offline.
Any clue how I can reclaim my items?
bash yourself till you die, then loot yourself.
My friend and I had a dedicated server running and got through like 40+ hours, and starting wednesday, my friend has been unable to connect to the server. Additionally, I'm unable to join an instance of his (newly generated) game without crashing almost immediately. I also had a different friend test our dedicated server and the third friend was able to join the server with no issue, so it sounds like its a client-side issue on my initial friend's side.
The behavior my friend gets is that they attempt to join, and will eventually time out on joining. However, while on the server, I'm able to see them join and see their character stand up as if they are active.
Does this ring any bells to anyone? My friend is planning on trying a windows reinstall, etc. tomorrow, but hopefully the problem isn't quite that severe.
Dunno if it's a dedicated server issue specifically or more likely an issue clientside
All..... Ever since the patch to fix the crashes from electrical poles / outlets, our server has become quite unstable. Before this, it pretty much never crashed, now we're seeing at least a crash an hour. Any suggestions? Not seeing anywhere in the logs or help that really gives us an idea of where to start looking or if there is anything we can do?
^^^ Ubuntu, VM on unraid, 40+ gig ram, only using sub 20% of proc
it was running before I left to pick my wife up from work. I come back and it is off and this comes up when I try to start it now
I restarted my pc and now it works....not really sure why. but glad it is working
But why? I checked Portforwarding and the Firewall too. Even if i turn off the Firewall from the NAS Server i can’t join the Server ingame
i ran this code in steamcmd.exe but my dedicated server is still not updated yet, is this code wrong?
force_install_dir D:\satisserver\satisfactory +login anonymous +app_update 1690800 validate +quit
it keeps saying it's validated updated but when i run it bruh
it just pops up this line immediately and say it's installed
and it didnt install shit at all
dobbelt nat, so when i look up what my IP address is it will give me a 188.x.x.x, but i can see what the actual IP is on my router and it was not a 188.x.x.x, but is fixed now. i am paying a little bit extra for static IP
that's what CGNAT is
yea, but they implemented it 2 months ago
Try this.
steamcmd.exe +force_install_dir "D:\satisserver\satisfactory" +login anonymous +app_update 1690800 validate +quit
Remove the ACF file and run the install again.
Presently you either need to move the existing install folder out of the way and transfer your ini files or use the technique above, which I think is better.
The acf solution credit to Wolveix above #dedicated-servers message
this works
thanks
would be nice to pin it so ppl with similar issue get help
Hi all. Could someone help with some troubleshooting.
Friend has dedicated server up and running. 5-6 other people are able to connect to it fine using both steam and epic platforms. One of those persons is in the same house/network as me. I cant connect.
Adding the server shows "server name pending, not authenticated"
Typing the IP in join game results in a timeout.
Im able to ping the server from cmd.
turned off firewall and tried again. Reinstalled game on steam platform. Nothing works.
not even sure where else to look.
im on epic. server host is using steam
is there a way to like, "drag" floor platforms?
This channel is only for dedicated servers. Seek other channels for game content and gameplay tips...
im sorry, thats my bad, i had the wrong channel open
update your docker image
if you haven't tried that already
Hello everyone.
I have been running a windows dedicated server for about a month or so. Ever since we updated to version 1.0.1.0 we have been experiencing belts freezing or not showing the items. Then we start seeing or character jitter. Once that starts happening we completely crash. I have deleted all but one of our blueprints but that didnt seem to help. Does anyone have a possible fix?
My sever specs are ryzen 7 1700x 32gig ram and the files are installed on a ssd. This is a dedicated pc.
what network quality settings are you using on the server and clients?
Medium and Medium
Damn tried this on my Debian install and no luck. I had it working for a moment the other day and then it just died again.
steamCMD kicking my ass recently lol
what is the best hosting to buy for a server for 2 people
Anyone else having trouble updating linux servers the last few patches?
stupid question born from confused googling.
Do satisfactory dedicated servers get session ids like standard games do?
It looks like they don't according to wikis but I figured I would double check in case it was updated
I’ve been having problems lately with the same error, I had the dedicated server going for a long time, got to tier 9 and now I can’t get it to work, I’ve done nothing different, but can’t fix it
Removing the acf file didn't work for you?
Have you noted the error you're actually getting with steamcmd?
The first technique for working around the problem - which I came up with - was to rename the install folder and then steamcmd would install afresh.
However that's a nuclear option as you need to salvage your ini files from the old install folder and you need enough free disk space to hold two installs, about 5gb per install, temporarily at least.
This post #dedicated-servers message
And the first post #dedicated-servers message
I have issue with dedicated server, I want to buy my friends this game (about 3copies), as gift, however I want to created dedicated server first. I can connect to the server through LAN (server is setup, and authenticated) however I cannot connect it through WAN, the port forwarding is set (see pic) and for example plex is working correctly. However, when I try to connect to the server remotely only message "Server name pending/not authenticated" shows. (lan server responded correctly). Server is on windows and I allowed executable through FW.
You only need port 7777 as a default in 1.0.
3 ports are no longer required.
My guess is the source you used for that information is wiki.fandom which is out of date.
I see you have tcp and udp enabled for forwarding, that is correct.
I know, it did not work with 7777 so I added the rest as I was googling for about 3 hours now and tried everything including reinstalling the satisfactory server, disabling firewall in windows completely
Ok so the server is running on windows on your lan.
The presence of plex means you've proven port forwarding is working with your router.
What's the command line you're using to start the server on the windows host?
FactoryServer.exe -log -unattended -Port=7777
I know the 7777 is default 🙂
Have you tried the disablepacketrouting switch on your command line.
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Windows_4
How are you testing your public IP connection to the server? A friend who has the game?
Could it be, it wont take the remote IP correctly as I am on the same LAN? If I send you remote IP, do you have time to test it if it works?
No friend with the game yet, I basically just discovered it.
We're converging. Connecting to your public ip from your LAN may not work. You actually need to be external for a good test.
If I send you IP address are you willing to test it? (its ok to say no)
I'm about to go out but sure we're not out the door yet
I really appreciate it, just check it, if it wont work immediately, let me know and I start to google again
sent ip privately
did you figure it out?
No, I reinstalled windows completely now, and trying again.
resetting router to factory default..
Windows firewall configured/off?
Yes, first added port 7777 as allowed tcp and udp, (on both directions) did not help, then I turned off firewall completely
Are there options in the Router portforwarding settins for UDP?
nope, just select udp/tcp out/in port and ip
K
You hosting on the same machine you are playing on?
Did you set a server password?
yep I configured it from LAN, meaning claimed and configured. It is on different machine I can connect it from my gaming machine (server is small form pc)
I got onto something, most probably it is router issue, I have working plex port forwarding, if I changed it, it still forwards to the same ip (even if I changed it)
I created tiny web server and changed my plex forward to that tiny web server, however after the change the plex is still opened - meaning router did not apply change, I am going to do factory reset
Ah, try restarting first
tried alredy, no help, annoying is that it is very expensive router, I am starting to hate asus routers from now on
You can't connect to an internal IP by using your public IP...
That is how port forwarding works, it allows you.
No. Portforwarding allow guest access to your internal nettwork forwarded from you router to internal IP:port.
it just detect traffic at particular port, and forward it to IP you set in port forwarding.
I just got force disconnected from the dedicated server i've been on for 100 hours and when reconnecting, it acts like i'm a new player
You need to use NAT reflection... If your router support that.
hm, now I can see it, however upon connect: Connection to API was aborted because TLS negotiation failed. Certificate verify result: certificate is not yet valid (9)
is there a way to force kill a different player(disconnected) to reclaim the inventory?

does that work on disconnected players?
yes. they are not invulnerable
ok. thanks
gotta change the thing to allow all items to be in death crate rather than non equipped only
Thanks This worked. I appreciate you
but wtf is this
the tick-thing hitching a ride?
and not something for this channel
The issue is also on local connection, so NAT or Portforwarding is not an issue
this is the issue, the time is not yet... wth?
what time does the server think it is?
the game is running directly on the machine, not in a VM or something? On the upside it will work in a few hours
was the server date correct all along? if the game started with a wrong date this would explain it
good point. yes, if you bounce the server, i wonder if the times will chagne
You may be right, I freshly installed windows
can I somehow force a new certificate? I am trying to create dedicated server for friends (they will get game from me as christmas gift)
I dont mind to delete gamedata, I already did that and reinstalled server, but the time is probably saved somewhere else, not the server dir
i barely know the answer on linux, it's not in ~/.local/
LogOnlineServices: Error: [FLobbiesCommon::Initialize] Failed to initialize schema registry
LogStreaming: Warning: Failed to read file 'C:/Users/MicroPC/AppData/Local/FactoryGame/Saved/SaveGames/ServerSettings.7777.sav' error.
LogServer: Display: Generated a new Self-Signed certificate for the Server API (old certificate invalid or expired)
i don't believe the cert is in its own file. basically, if you stop and start the server, and ensure the time is not changed, you should be good in a few hours. if it's permanetly generating a new cert with the wrong time... i don't know
I deleted somethiong at appdata folder, looks like generated new certificate
yep it works, deleting %appdata%/Local/FactoryGame helped
good. okay, makes sense, the cert is derived from the savefile
okay i am having this error after reducing the connection timeout on my server
Undo that, and mask your servers public IP in the error text
any1 host with bisect hosting only allowing 4 players?
Anyone wants to join my friends in satisfactory?
Cannot open Ficsmas Advent Calendar doors
https://questions.satisfactorygame.com/post/657634d754a6433426942afd
Hi everyone I hosted a server via Steam dedicated server all was working good but we had this bad idea of my friend will download the save to play on solo and upload it when his done to rather dedicated server, of course the server went off after a few week , I just want to restart a new fresh server but i can't manage to do it any simple way to it? Actually after uninstall dedicated server and satisfactory still same when I make a new server look like the old one is still here and still buggy , it says server is offline name pending. Hope someone can help me on this one thanks 🙏
Os?
Windows 11
So u wanna do a new server
What are the errors
If u dgaf the most simple fix would be to delete everything
I LL do it right now cause after delete all and fresh instal I have just a few error
Also delete the servers working dir
Or should I save some of my appdatta local and delete even that?
The dir where the servers saves etc are
Google my friend
Ok thanks
I have no clue how to do that on win
Win is a pussy when it comes to stuff like that
You gave me a really nice help here maybe it's gonna work
Having issues getting server to update. here is the command that i'm using:
C:\steamcmd\steamcmd.exe +force_install_dir C:\SatisfactoryServer +login anonymous +app_update 1690800 -beta public validate +quit
I have tried "-beta experimental" and also removing "-beta *"
I keep getting the following:
Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Update state (0x5) verifying install, progress: 11.22 (5242880 / 46727128)
Success! App '1690800' fully installed.
I have tried removing the acf file, and also the whole directory, and I get this:
Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
ERROR! Failed to install app '1690800' (No subscription)
other than a hardware reboot, nothing has changed since I last upated when 1.0 was released. any thoughts?
Hi. I have a linux dedicated server and I run it with a bash script:
#!/bin/bash
/usr/games/steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
cd ~/SatisfactoryDedicatedServer
./FactoryServer.sh
When I run it, I Encounter an error:
Project file not found: /home/seyedmm/SatisfactoryDedicatedServer/FactoryGame/FactoryGame.uproject
I also tried running FactoryServer.sh directly but it didn't work either. and I also have verified files via steamcmd.
right user?
seems like the server is trying to look in a different user folder uk what i mean
I changed my code to this:
#!/bin/bash
/usr/games/steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
cd ~/SatisfactoryDedicatedServer
echo "<MY-PASSWORD>" | su seyedmm
/home/seyedmm/SatisfactoryDedicatedServer/FactoryServer.sh
i checked my /home/seyedmm/SatisfactoryDedicatedServer/FactoryGame with ls and there was no FactoryGame.uproject.
could anyone let me know what is causing my server to crash whenever I leave the game. im hosting with steamcmd on a windows machine also running game on same machine.
the server runs fine when im on it it only crashes when i leave
LogServer: Error: FMultiBindDatagramSocket failed to read data from underlying socket Unreal: SE_ECONNRESET
LogFactory: Warning: Put down failed because we where never equipped.
LogFactory: Warning: Put down failed because we where never equipped.
LogAkAudio: Warning: UAkGameplayStatics::StopActor: Could not retrieve audio device.
LogSave: Warning: New/Old Root size mismatch!
LogServer: Display: Server startup time elapsed and saving/level loading is done, auto-pause is allowed to proceed from now on (if enabled in server settings). WorldTimeSeconds = 57.21
Check where steam is installing it to with the ~ in the install dir path
server dont update to newest version any other with same problem give a thum up
AFAIK known but unfixed(fix unreleased) bug when playing and hosting on the same windows machine
The answers you seek are to the wiki you peek!
https://satisfactory.wiki.gg/wiki/Dedicated_servers
The crash seems related to multiple issues appearing in your logs. Here's a breakdown of what might be happening:
FMultiBindDatagramSocket and SE_ECONNRESET:
The error SE_ECONNRESET indicates a connection reset, which usually happens when a remote connection is unexpectedly closed.
It could be related to a network issue, a misconfigured socket, or the server losing connectivity to a required service or client.
Put down failed because we were never equipped:
This warning indicates a logic or state issue where an item or character action assumes equipment was equipped, but it wasn't. Check the code or blueprint logic around item equipment or state management.
UAkGameplayStatics::StopActor: Could not retrieve audio device:
This warning points to an issue with the audio system, possibly due to missing or improperly configured audio devices or assets. Ensure the actor referenced has valid audio components, and the correct audio device is initialized.
New/Old Root size mismatch:
This may be tied to serialization issues, such as differences between saved data and the current game state. If assets or save structures were modified, ensure old data is updated or migration scripts are in place.
Server startup... auto-pause is allowed to proceed:
While this isn't an error, it confirms that the server startup reached the auto-pause phase. If a crash follows this message, it suggests issues with server tick logic or subsequent processes.
Try restarting or force an update.
It work now
So it looks like we can build the data cartridges, but still not get ahead of the calendar since they are labeled by days. Am I reading that correctly?
Sorry, posted in wrong channel
how do inv someone to my dedicated
provide the server IP.
I did that but the other person said it was offline and then my save file was gone
that doesn't make any sense. your save file can't disappear from the server. it even disappeared for you?
is the server on your internal network? did you take any steps to expose the server to the internet?
im having some weird issues since update on the 9th - im unable to join dedicated server ive played over 200 hours on and is up to date
lets me connect, loads for a few seconds and then kicks me to homescreen
server and game are up to date, others are on the server - not hosting on the same machine im playing on
with what error message? does the server log anything? are you using mods?
@normal cape ^
no mods, just about to pull logs
Client says: unable to connect to host
Server says
[2024.12.10-00.44.16:223][649]LogNet: Join succeeded: Nungus666
[2024.12.10-00.44.18:910][681]LogNet: NotifyAcceptingConnection accepted aggregation: MY.IP:49332 (58), MY.IP0:29248 (21)
[2024.12.10-00.44.21:313][690]LogNetPlayerMovement: Warning: ServerMove: TimeStamp expired: 214.148987, CurrentTimeStamp: 215.165634, Character: Char_Player_C_2147429540
so i can connect - its online, im on the server via ssh, routing is fine, no other changes been made - i just cant get in - friend is literally on it
i was on it about 6 hours ago
its been restarted, client has been restarted
host and router restarted - im stumped
the error message is odd. it looks, almost, like your computer's clock is wrong
there ought to be more words if it decides to boot you?
a successful join looks like this, for me.
[2024.12.10-00.50.48:174][ 90]LogNet: Login request: ?ClientIdentity=210000...001?EntryTicket=ew0KCS...B39D6F876D?EncryptionToken=D53C...77045798A587907B879449FB49?Name=d-fens userId: Steam:2 (ForeignId=[Type=6 Handle=1 RepData=[B6988B0001001001]) platform: NULL
[2024.12.10-00.50.48:197][ 91]LogNet: Client netspeed is 120000
[2024.12.10-00.50.51:241][182]LogNet: Join request: /Game/FactoryGame/Map/DedicatedserverEntry?ClientIdentity=21000...1001001?EntryTicket=ew0KCSJwb...7B1B39D6F876D?EncryptionToken=D53C02B0...798A587907B879449FB49?Name=d-fens?SplitscreenCount=1
[2024.12.10-00.50.51:247][182]LogGame: Substracting identity of player known as (d-fens) from player state with last known name of (d-fens).
[2024.12.10-00.50.51:248][182]LogGameMode: Display: Match State Changed from WaitingToStart to InProgress
[2024.12.10-00.50.51:250][182]LogGameState: Match State Changed from WaitingToStart to InProgress
[2024.12.10-00.50.51:251][182]LogNet: Join succeeded: d-fens
[2024.12.10-00.50.59:018][414]LogNet: NotifyAcceptingConnection accepted aggregation: 192.168.2.42:60368 (37)
[2024.12.10-00.50.59:256][421]LogNet: NotifyAcceptingConnection accepted from: 192.168.2.42:60368
"..." is extra chars, but that's the full chat
yeah exactly theres nothing useful in there
so you see 'join succeeded'. Is network qualify in the game settings 'medium'?
yes to both
i'm stumped too. it sounds like client and server are both linux? if you run the client off command line, you get a lot of logging
this update has fucked it
client is windows - server is linux
full rboot of everything - that time gave me a UE crash - full on closed the game
i'm in a similar scenario but things are fine. server is linuxgsm on debian 11
ill reinstall - must be client issue - cheers for taking time to try and troubleshoot anyway bud
NP. that was my next guess, verify on the client side
holy shit, while i was typing here a train collided next to me and scared the piss out of me
I checked it. everything was ok. i also tried installing it from steamGUI but it didn't work. i'm currently trying docker to see if it works.
got the same problem here.
And trying to log into steam CMD with a password is not working, as the console does not let me type the password... XD
Update: it is also not working when logging into steamCMD
no idea rly i just followed a guide to do it and that just kinda happened at the end
Check Internet connection ig
anybody knows why after i leave my dedicated server it goes offline?
offline or just pause?
it just goes away from the list and says server offline
windows issue i guess, thought it was fixed though
any logs from the server?
where can i check that?
so you are on windows?
ye
probably some stupid hidden folder that windows loves.
Try %appdata%/Local/FactoryGame/
what then?
How do you leave your server?
How can I get the save from my server to put it into SCIM?
Thought I found it but gives me error saying "that save version isn't supported"
Where does the docker Wolveix save the map. The server is not showing. I searched through 2,184 hourly backups and saved/ServerSettings.15777 plus saved/ServerSettings.7777.sav exist but saved/server/ and saved/blueprints/ are empty.
@sturdy gust
Having blueprint issues on my dedicated server. When I save the created blueprint, the console says it saved the blueprints, but it doesn’t show up in my blueprints menu. This is so frustrating because I’ve made it to mid game and want to use the hell out of the blueprint builder.
Any help would be much appreciated, thank you so much.
shouldnt be randomly tagging people. This is also clearly documented in his github page.
/backups - the server will automatically backup your saves when the container first starts
/gamefiles - this is for the game's files. They're stored outside the container to avoid needing to redownload 8GB+ every time you want to rebuild the container
/logs - this holds Steam's logs, and contains a pointer to Satisfactory's logs (empties on startup unless LOG=true)
/saved - this contains the game's blueprints, saves, and server configuration
I am not randomly tagging people.
I have read through the github page many times and the the info does not appear to match what I am seeing. /saved only has the server config and no map saves /backups is always empty /gamefiles has the current version of the game for when the snapshot was made.
have you been running the server successfully then?
for over a year, took a break from the game last month to find that the server doesnt list the saved game anymore. I figure its not a problem because the dedicated server is backed up every hour and I have a years worth of backups
so what happens if you start up your server now then
if your map is not under saved/server i am guessing its gone because that is where my map is
the satisfactory 1.0 server appears in the last 2,190 backups and the backup before it was on Sep 10th 15:00 UTC
none of them have anything in saved/server
and your server works?
It did, was playing on it with other people a month ago before we took a break
Today opened it up in the server manager to only see the option for creating a new game
and yes, I am connecting to the correct server as I only have satisfactory running on one server
werent going to ask that but its pretty clear your files are no longer where they are supposed to be then.
Would check the docker logs to see if something strange happened between now and when you last played.
Eventually do a search for the .sav files
if the maps are missing in your /saved and all your backups the only thing i can think of is storage issues, that you did not have enough storage to perform a complete backup..
I already did a searched for *autosave*.sav on a few different systems in hopes to finding that I made a copy of the save elsewhere. found saves for older versions of satisfactory but nothing for the 1.0 save
sounds to me like you either have had some storage issues or that someone has done a too good cleaning...
would need to have been a really good cleaning to wipe out only those files on all the offline backups. I am assuming that the container never saved in saved/server. it recreates the path if you rename it but even starting a new test save on the server the path remains empty.
you may have been running a bugged version of the image as well ofcourse
but not much to do about it now if the files do not exist
the container has atleast been working fine for me, but i've only used it in 0.7.3.0 0.8.1.0 and all >update 1
the image was created 5 days ago
Okay, dont know how you managed to run an image created 5 days ago for a build that you have done for months...
But this is starting to sound like magic to me so peace
it was recently updated as I was using latest instead of pinning a version
Bumping this again, anyone know why my blueprints arent working on my dedicated server? The console says its saving, the save file is there. Maybe created in the wrong location?
I"ve sometimes seen BPs go into the "Undefined" category rather than the category/subcategory specified in the UI.
It's like they just arent there.
Even if I create a blueprint in the blueprint designer on my server, it just doesn't work.
It doesnt show up
Strange; I've not had that problem. Not sure what to suggest other than maybe:
- checking directory permissions
- try downloading the save, making a BP locally, uploading the save and BP files?
So, in my file path:
FactoryGame/Saved
There's no blueprint file, or even a saved game file. My game saves appear to be going under a file under Epic, which I'm assuming only exists because of UE.
I'm trying to locate where the game is saving the in-server made files
for blueprints
Because the console is saying the server is saving the blueprints somewhere, just not where. Lol
presuming the server is linux, and the blueprint is called Something, you would do from your home directory:
find . -type f | grep Something
If there's a Something.sbp in the current directory or below, this will find it, including hidden directories
you didn't say anything about the server, like its operating, or what is containing the game. I run the game on linuxgsm on Debian, and the blueprints are in a very odd spot. I avoid docker in my professional and personal life
.config/Epic/FactoryGame/Saved/SaveGames/blueprints/desert campus/
does your save name ("desert campus" in the above) have strange characters in its name?
Do spaces count for "weird characters"
Found my file path for my saved blueprints, but they're not pulling over to the game.
Epic/FactoryGame/Saved/SaveGames/blueprints
There are two test files I made in there.
But I don't see them on my blueprints menu.
You have to restart the server for it to see the files.
iirc spaces were problematic. but maybe it was at the end?
I have. Numerous times.
Can you clarify what you’re trying to do and have done? It sounded like you made a blueprint in the game and it immediately disappeared. Now you’re using phrases like “my saved blueprints aren’t pulling over to the game”.
What is “conveyor test”?
And no, my example is “desert campus”
Right. Sorry for the confusion. Lemme back up.
So, I unlocked the blueprint designer, tried to create a blueprint, nothing happened in game. Immediately I took to google. Started looking around. I noticed some people online saying that Linux has problems with special characters. My session name originally had a comma in it. I corrected that mistake and still, nothing. I started looking for the directory where the save files are for blueprints.
Things I’ve done:
-Changed the server name.
-Made test blueprints in my server
-Restarted the server numerous times after tweaks.
-Reinstalled the server itself and uploaded the save manually.
-Moved the blueprint designer
I also had my buddy who owns the box check my directories like was mentioned above.
The server is run on Linux and I located my blueprint folder. The photo above with the .sbp file labeled “conveyor test” is the blueprint I created in game. It seems it is creating the files, just not showing up in my blueprint menu in game.
I hope that clarifies a little better.
Forgive me, I’m not well versed in the server backend and coding worlds.
Thanks again for your help, @civic lantern.
It seems as though the file is being made and saved to the server for the test blueprint, it’s just not actually showing up in my blueprint menu in game.
how do i get a free dedicated server ?
You don't. You either have to host it yourself, or pay a company to host it for you
oh ok
On a dedicated server i bought. And for some reason my character just cramps when i wanna build sometimes, and i cant do nothing but rejoin, which doesnt always resolve the problem. Sometimes i cant use my jetpack, sometimes i cant see whats inside a chest. Its f*cking annoying, anyone has a idea whats causing the issue? Or even how to solve it?
Cramps?
What is the server spec? Specifically memory
Seems something broke on my server :
Application version 5.3.2.0
... built from changelist 384038
OS version Linux 5.14.0-427.22.1.el9_4.x86_64 (network name: Caelum)
Running 6 x86_64 processors (12 logical cores)
Exception was "SIGSEGV: invalid attempt to read memory at address 0x00000000000000d4"
<SOURCE START>
<SOURCE END>
<CALLSTACK START>
libFactoryServer-CoreUObject-Linux-Shipping.so!FObjectInstancingGraph::InstancePropertyValue(UObject*, UObject*, UObject*, EInstancePropertyValueFlags) [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/CoreUObject/Private/UObject/CoreNative.cpp:290]
libFactoryServer-CoreUObject-Linux-Shipping.so!FObjectPropertyBase::InstanceSubobjects(void*, void const*, UObject*, FObjectInstancingGraph*) [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/CoreUObject/Private/UObject/PropertyBaseObject.cpp:64]
libFactoryServer-CoreUObject-Linux-Shipping.so!UStruct::InstanceSubobjectTemplates(void*, void const*, UStruct*, UObject*, FObjectInstancingGraph*) [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/CoreUObject/Private/UObject/Class.cpp:2191]
libFactoryServer-CoreUObject-Linux-Shipping.so!FObjectInitializer::InstanceSubobjects(UClass*, bool, bool) const [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:3999]
libFactoryServer-CoreUObject-Linux-Shipping.so!FObjectInitializer::PostConstructInit() [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:3906]
libFactoryServer-CoreUObject-Linux-Shipping.so!FObjectInitializer::~FObjectInitializer() [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:3740]
libFactoryServer-CoreUObject-Linux-Shipping.so!UClass::CreateDefaultObject() [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/CoreUObject/Private/UObject/Class.cpp:4390]
libFactoryServer-CoreUObject-Linux-Shipping.so!UClass::Serialize(FArchive&) [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/CoreUObject/Private/UObject/Class.cpp:5316]
libFactoryServer-Engine-Linux-Shipping.so!UBlueprintGeneratedClass::Serialize(FArchive&) [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/Engine/Private/BlueprintGeneratedClass.cpp:2386]
libFactoryServer-CoreUObject-Linux-Shipping.so!FAsyncPackage2::EventDrivenSerializeExport(FAsyncPackageHeaderData const&, int, FExportArchive*) [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading2.cpp:6377]
libFactoryServer-CoreUObject-Linux-Shipping.so!FAsyncPackage2::Event_ProcessExportBundle(FAsyncLoadingThreadState2&, FAsyncPackage2*, int) [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading2.cpp:5801]
libFactoryServer-CoreUObject-Linux-Shipping.so!FAsyncLoadEventQueue2::ExecuteSyncLoadEvents(FAsyncLoadingThreadState2&) [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading2.cpp:4507]
libFactoryServer-CoreUObject-Linux-Shipping.so!FAsyncLoadingThread2::Run() [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/CoreUObject/Private/Serialization/AsyncLoading2.cpp:7665]
libFactoryServer-Core-Linux-Shipping.so!FRunnableThreadPThread::Run() [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libFactoryServer-Core-Linux-Shipping.so!FRunnableThreadPThread::_ThreadProc(void*) [C:/BuildAgent/work/9fc8da665efb5ffd/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:187]
libc.so.6!UnknownFunction(0x89c01)
libc.so.6!UnknownFunction(0x10ec3f)
<CALLSTACK END>
0 loaded modules
Report end!```
It's a modded map, Looking into backuping the map to switch to a new one with no mods to check if it's ether mods or game related
if the server is saving files and doesn't find them, i would say that's a bug. I'd file it on questions.satisfactorygame.com. You might try renaming your session to not have spaces in its name to see if the problem goes away. when I start my dedicated server and look for words from my session name, I get log lines like the ones below. The last two, where it broke my session name into 'desert' and 'campus' and tried both those directory names, is super weird
LogNet: Browse: /Game/FactoryGame/Map/GameLevel01/Persistent_Level?skiponboarding?loadgame=desert campus_autosave_2_continue?sessionName=desert campus
LogLoad: LoadMap: /Game/FactoryGame/Map/GameLevel01/Persistent_Level?skiponboarding?loadgame=desert campus_autosave_2_continue?sessionName=desert campus
LogUnixPlatformFile: Warning: Cannot determine whether '/home/sfserver/.config/Epic/FactoryGame/Saved/SaveGames/blueprints/desert campus/campus' is a directory - d_type not supported and stat() failed with errno=40 (Too many levels of symbolic links)
LogUnixPlatformFile: Warning: Cannot determine whether '/home/sfserver/.config/Epic/FactoryGame/Saved/SaveGames/blueprints/desert campus/desert' is a directory - d_type not supported and stat() failed with errno=2 (No such file or directory)
you might try looking through the server logs. it's unclear where the files you found are, since you trimmed out any context from the screenshot, and it's a windows screenshot of a linux filesystem?
at any rate, this is what my file layout looks like and this is what you ought to see, or something like it.
i'd try a session in creative mode with no spaces in its name, throw down a blueprint machine, make and save a blueprint, and see if that works. if it saves the blueprint file but the server can't find it, you can conclude there's a flaw in the server installation that is tickling this bug.
hope you have backups! this is my backup script:
./sfserver stop
mkdir -p ~/backups
DATE=$(date +%Y%m%d)
zip -r ~/backups/serverfiles_world_$DATE.zip .config/Epic/FactoryGame
./sfserver start
Game server is not starting, so no corruption so far...
but found where the world backup is, forced a backup, juuusstt in case
you might pass the savefile through SF calculator - it maybe forgives certain things and then re-generates the file for you
will check with vanilla + clean map to check if it start...
you may find older backups in the automatically-made SaveGames_backup folder. I think this is populated during version bumps
Seems to be daily for the backup folder
that's a mod breaking everything 😦
time to uninstall each mod one by one, and check which one is breaking stuff
found the mod 🙂
Thanks @civic lantern for the help, will report the issue to the correct team now 😄
Apologies. I just quickly snipping tooled. File path is under
Config/Epic/FactoryGame/Saved/SaveGames/blueprints
I downloaded my save. I’m gonna try a fresh reinstall and new world on creative like you said to test. Thanks for the help!
anybody there?
Well self-hosted is sort of free but takes up a continous load of resources
Hi, noob server hoster in need of help please! My server never starts properly first time when I start the machine or after a restart. The task shows but at 0% cpu usage, if I kill the task it then starts automatically again and works fine. Any idea why this might be? Using nssm on windows 11, logs not active on these 'false' starts
@evelin.pink seems like the non-sucking-service-manager is sucking, try something that is maintained like shawl 🙂
Ok, so I'm hoping someone might be able to help me out here.
I recently converted from a locally hosted game to a SteamCMD hosted game, with the server running as a service through NSSM.
Everything is working fine, as expected, except one thing - blueprints.
The server does not have the blueprint directory, despite having gone and created a new blueprint (similar to how I did when it was hosted locally). Then, the surprising bit - it turns out that the new blueprint I created was actually saved in the local folder on my client PC, not anywhere on the server.
Is this expected behavior and I'm just missing something with how dedicated servers handle blueprints? If so, then any clarification would be much appreciated. If not, any suggestions on how I can get my blueprints to show up on the dedicated server would again be much appreciated.
Hi, not sure if anyone knows how to help, but i have been hosting a dedicated server on steamcmd for a while now with no issues, but all of a sunnden a few days ago, my friend cant connect anymore. when i am on the same network at the server i can connect just fine, but all of a sudden now he cant. any ideas or things i could try would be incredibly helpful
Hello I have a problem with a satisfactory server( on windows server) when I leave the dedicated one the players are disconnected and it goes offline I have to restart it if anyone has a clue thank you
My bad
np
dont start him up again please
I just reported this as a bug. Is anyone else experiencing the same issue or know the cause?
We have noticed that randomly on our dedicated server belts stop working. We have factories that have been running and then we stop getting the items through the train or cloud. When we go to look at the factory, one of the belts will have stopped at a connection point to another belt, splitter, or lift. Destroying and rebuilding the belt seems to fix the issue. This has happened numerous times over the last few days. We are on Tier 8 on a Dedicated server so the game and progress have been going on for a while.
Any idea for my problem?
Its a windows issue that has not been fixed yet
Your public IP may have changed...
How do you leave the server?
Ok ty mate
Have your server changed ip by any chance so your port forwarding is no longer pointing correctly?
Or have you updated to the new ports since 1.0
We created it right after 1.0 so it has been working on 1.0. Also we tried checked to see if the ip changed and it hadn't changed. We did try re-setting it up in game though and it just says the server appears to be offline.
Then I am unsure what it could be
I got it to finally install by using this tool and clicking on Install (not update, although update might have worked, I didn't try it)
Escape then return to the desktop or main menu why?
Hello, my dedicated server is crashing on startup any ideas where to start troubleshooting? this is a fresh install.
My dedicated server keep crashing when I'm trying to build pipes. Usually when attaching pipes from floor holes to pipe intersections. Anyone else experienced this a lot?
Can anyone explain this? After a while my server just kind of goes offline and i cannot reach it from my local network neither
Got a bit of a weird problem you might be able to assist with -
The server is online on my LAN but offline on the WAN. I've port forwarding setup for port 7777 to the server which is on a static IP. I've turned off the firewall locally and on the router to test but the WAN connection remains offline.
Any thoughts?
I've also tested other games on my LAN server and they work fine over WAN
Try an online port checker to see if the port is actually reachable. you can also try another port. i swiched to 25565 (Minecraft defeult port) since i knew that one worked before
the ISP sorted it
very cool
do you know what they did possibly? Im having the same issue and not sure how to fix.
My ISP gave my a static IP, that resolved it for me. They said that they don't block any ports but there must have been a routing problem with this game.
Other games where fine so I dunno, they must of had me routing through a dhcp server or something.
the discord removed thelink but it was a port checker
It said port 7777 was blocked before they changed my IP
same as my issue, i was behind CGNAT
Normally you will have to pay a little bit extra to get a static IP from your carrier. but give them a call and ask if you are behind CGNAT
Just look up your public ip. If in the range of 100.64.0.0–100.127.255.255 then you have GCNAT from your ISP.
yea, i was behind CGnat but it was something my ISP did a few months ago without notifing, so was a little bit confused on why everything stopped working. when i looked up my IP on What is my IP dot com it was a 188.x.x.x but my unifi Dream Machine told it was a 100.68.x.x
so it's not always enough to look up the public IP with a website since they can CGNAT in a bunch of different ways i guess.
Q for folks - how stable are mods these days w dedicated servers? I've got a dedicated server running locally, and I'm thinking of adding some mods.... infinite nudge first of all, and mebby a few others. I want to MOSTLY stick w vanilla play, but boy infinite nudge is useful
I'm somewhat concerned about mods breaking when patches drop, and I'm hoping that say infinite nudge wouldnt break my save if some day down the line I needed to remove it
does anyone here use LinuxGSM?
If you go to ip.me that page shows what return-address that page use to reply on your request and that is your public IP.
How you got different IP from different pages I really don't know.
100.64.0.0–100.127.255.255 is reserved IP-adresses for communications between a service provider and its subscribers when using a carrier-grade NAT.
en.wikipedia.org/wiki/Reserved_IP_addresses
Just tried that one. Looks like it's a little outdated on portsettings.
A big chunck of Dependencies is installed.
Conclusion. I find it not any easier than installing steamcmd and run Dedicated Server in a screen session.
Anyone know a fix to stop the server going offline when the admin leaves the game? I've tried setting admin to the local IP and logging in as a client with the public IP as many have suggested with no success. I've also tried the opposite, setting the admin to the public IP and logging in as a client with the local IP. My dedicated server is on a separate Windows machine from the client I play on. The server appears to still be running even though it says it's offline as soon as I log off. Any other players are disconnected at that time. The only solution so far is to restart the server manually, which kind of defeats the purpose of a dedicated server. I read through the post in the Satisfactory forums and it had been marked as resolved internally but it appears several people are still having the same issue. I ran a server for several months prior to 1.0 with the exact same set-up with no issues. Appreciate any help in advance.
Is there anything that I can do to fix the bug where, after deleting a blueprint from the world (in blueprint mode), the orange highlight persists for a short time?
I do. I really like it.
I guess it's having trouble with steam cmd checking remote build. I had to do a force build to get it to update
I had the same bug. I had to do a force-something to get it to download an update. For at least a year, it's the first real problem I had with it.
there's a bug filed for it. https://github.com/GameServerManagers/LinuxGSM/issues/4717
and other bugs, #4713
I did find a workaround. I will be posting it to #4713
I edited lgsm/modules/core_steamcmd.sh. I removed the passage at line 170 that removes appinfo.vdf. Then I ran .steam/steamcmd/steamcmd.sh and typed app_info_print 1690800 . I had to do it twice to get it to produce a payload. Once it produces a payload, type quit and then invoke sfserver update
I posted the comment to the bug. Altogether it looks like someone bodged in asynchronous requests and, quelle surprise, undesirable side-effects.
Me??
you. go to ipv4.canhazip.com .
does it work if you connect the way you tell your friend to?
^
My server works perfectly the only fault I encounter is that players who disconnect put the server offline
Pretty stable, I've had a modded server through the last 4 patches and all the mods were fine.
I was wondering about that, it happened to me recently on my local server, is that a recent problem?.
I always have the process list open next to the server text window.
The only difference between when I exited and it stayed running and exiting and it still showed as running but being reported as offline was memory usage went from 9000+ down to 5000+.
Nope, been an issue for me since 1.0 dropped, it's a pain, but at least it eventually disappears.
Mhmm
I'm just starting to play with my wife and I've always had this bug, maybe I should switch my server to linux ...
Don't know if people have seen this, this Youtuber has created a batch file to automate the installation, update , auto-restart and auto-update process, checked it out and running it , it works really well. https://www.youtube.com/watch?v=ySsQrnJ1hSA
I use windowsGSM it works very well
You say that players who disconnect put the server offline...
Have you tried other servers method?
If you have more of the same blueprint on the ground, highlight them with the dismantle. Also move back and forth to highlight different blueprints as you dismantle them.
Nop good idea
What did you use to get SatisFactory into WindowsGSM?
I've used an additional plugin to add satis to windowsgsm but no matter which client (dedicated) the problem is the same.
I just tested this and server does not stop, when I leave the server.
I got my satisfactory plugin from a 3 year old github. Old settings but it didn't shut down on player exit.
can u give me your build ?
I Ran it on a VM in Proxmox with Windows 11 edu version...
ok i try it
I hope it's not my save that's the problem.
Again and again I leave a server and .... Offline :x
that server quits when local player is a pretty old bug now on windows servers sad its not fixed lol
Then why is it so hard to recreate on a pristine server?
Not sure, I've managed to recreate it on my windows server
didnt bother too much and been running it on my ubuntu ever since
If you can run 'sfserver monitor" periodically automatically, it will restart the server if it stop
I tried in 4G and the problem is identical so I ruled out the local problem.
I test just after eating
I know, i work in IT, but i have never seen a situation where my IP any what is my IP address was different from the one on my equipment. i think that there might have been some double nat or something going on. it was very strange
Aye , I tried GSM and had the same result , thats why I switched to the batch file I linked earlier.
where ?
Scripting a restart of a server that crashes, isn't a good fiks.
It stops listening on the port when the admin exits. Lots of discussion on this thread
https://questions.satisfactorygame.com/post/66e08561772a987f4a8a9d67
Hi All ...
I recently made a server availble here on the LFG and had alot of nice people join in ...
but suddenly (out of the blue after 7-8 hours) i start to see spontanious crashes...
Server are running on Dedicated hardware, on a VM on 'server os'.
server has approx 20GB Memory but a little limited on CPU (running on 50-70%).
Any idears?
I try later ty guys
If you get it fixed, maybe I'll join you since your server ip is visible.
Try checking the log files on your 'server os'
I'm unable to help with the issue , but just for your info , I was paying for a hosted server at one point and this used to happen sometimes even on that server, often soon after it happened I'd get an automated email from the host saying my server had exceeded it's allocated memory limits, It shouldn't have been , but I'm sure there is some form of memory leak somewhere as I once watched the memory used slowly creep up even though nobody was playing.
It is probably what we were talking about in your thread
Your CPU has half the single thread score of the "recommended" score on the wiki dont think there is much to do about that.
If you take a look at your CPU usage per core you will probably see 1 core constantly maxing out
Luckyli not maxing out but close 🙂
%Processor Time= Avg. 30%
But if I look at %C1/2/3 time I have one on 70% ..
its is a little surprisingly that a game (server) only can handle single core... maybe thats normal but just seems strange when CPUs have been able to handle multithreading for so long ...
i agree but I can also understand the complexity of what loads to share over different cores
yeah, I just read briefly on Quora the added complexity with calculations in a game .... kinda makes sense 🙂
https://www.quora.com/Why-do-most-games-only-use-a-single-core-when-multi-core-processors-have-been-standard-for-more-than-a-decade-now
But then you can run as many servers you have cores 💪
Hello, I have a strange problem; been running satisfactory dedicated on my windows machine, i can join without a problem but when i leave the server, nobody can join until i restart the server. Tried connecting over "localhost" 127.0.0.1 or 192.x.x.x same behavior, even when just connectin as player without admin password. Is there any fix for this?
It's a well known issue with Windows run servers , no fix afaik
Hi everyone! Buddy and I started back up on our update 8 server. I updated windows and everything, and I am trying to update the dedicated server (using steamCMD). Any time I try to update it, it says its up to date. I try the full command (.\steamcmd.exe +force_install_dir "C:\SteamCMD\steamapps\common" +login anonymous +app_update 1690800 validate +quit) and its telling me "ERROR! Failed to install app '1690800' (No subscription)". Any ideas how to get this working again would be much appreciated!
When I try to open Satisfactory its saying theres a server/version mismatch
Additionally if I try to install it from scratch this is all that gets installed (basically start over):
any1 with bisect hosting unable to have more than 4 players
After beating my head on this I found the issue. SteamCMD was messed up. Deleted a bunch of the files, reinstalled it, everything came in and works!!
I recommend using something like this, all in one.
https://github.com/asidsx/SatisfactoryPyServerInstaller
Honestly this looks sick. I'll definitely get this going. We are starting over again for 1.0 so this is a great time to do it. Thank you so much friend!!
Greetings all,
I am using the dockerized version for the server under ubuntu ( https://github.com/wolveix/satisfactory-server ). I had issues with the ficsit calendar not opening, (and telling me that some boxes couldn't be opened because the date was not reached yet, which is incorrect). Anyway I restarted the server and now it keeps restarting the container, but it doesn't reach a running state. Any ideas ?
When I "docker ps" :
The developers have been unable to solve this problem for several months since the release of version 1.0. The solutions include constantly restarting the server via the API or manually, or switching to the Linux version of the server.
Could the problem be related to the time settings on the server where Docker is running?
Thank you very much. i will try to change some firewall settings to see if it's UDP that might be the issue. if that does not work i will reinstall the server to a linux machine.
I can't understand how this is happening
this literally means it match sockets and active connections in same structures
and when it request connection close on local computer it close the listening socket instead (because it matches then)
i.e: listening on 127.0.0.1
close connection from 127.0.0.1 : close the listening 127.0.0.1 socket instead
I checked, the server is set at the right time
These are problems in the server's code for Windows, BUT for some reason, it works in some places, but not in many others.
and you can try this https://github.com/asidsx/SatyUbuntuInstaller
either the network connection structure code is broken
or the connection close function is too broad
i will save that, need to brush of my linux anyways, mostly use windows server because i am lazy and the keys are cheap. ;)
it would be interesting to have feedbacks from people running the server on windows, connecting to it from local
and not having the issue
Time in a Docker container can differ from the time on the host machine for several reasons:
-
Environment Isolation: Docker containers are isolated from the host system, allowing them to have their own time and timezone settings.
-
Timezone Settings: By default, containers may use UTC or another timezone if not explicitly set when launched. If the timezone in the container differs from the host machine's timezone, this will lead to a time difference.
-
Lack of Time Synchronization: If there is no time synchronization service (like ntpd or chrony) configured in the container, time may gradually drift from the host time, especially if the container runs for a long time.
-
Manual Changes: Time in the container might have been manually changed or altered via scripts, which can also cause a discrepancy with the host machine.
To synchronize the container's time with the host machine, you can:
• Use the --volume flag when starting the container to mount the system time and timezone files:
docker run -v /etc/localtime:/etc/localtime:ro -v /etc/timezone:/etc/timezone:ro ...
• Install and configure a time synchronization service like ntpd or chrony within the container.
I'll check after work, thanks a bunch
i also have the issue when connecting locally. but i think it might trigger some breakdown when it loose connection maybe
Stop the instance and start again.
rebooted the entire server to be safe, same loop
Does anyone know if the timer on dedicated server is accurate ? I've rented a server a while back and have noticed that my production/time calculations are off.
Now it clearly shows after ~40 days the timer shows 480 instead of 960 hours.
Does the server suspends itself/goes to sleep when noone is playing on it ?
You'd have to check with the provider but a lot of dedicated server services will pause the game when no one is logged on. Based on experience with dedicated servers for other games mostly
That's what I'm thinking myself but want to make sure the server itself isn't pausing for some reason.
my VM had too little disk space allocated, that's what was causing my startup issue. Ficsmas calendar is still kinda broken : I could open 17 and a few others, but 1 -> 10 don't work.
Well, it's not really a problem; the disks for that process can be created separately.
if you download the save and then tries it offline, does it then work?
I'll try that
hello, im very dumb but ive been trying to get a server up and it says failed to connect to the server api
ive gathered that this is because ive not port forwarded correctly
how do i fix?
You need to pull new image.
All depends if it's running on the same network, connecting to it from an external IP address or same pc, lots of options.
well i want to connect to it from the same pc as im hosting it and have other people from elsewhere in the world connect to it
Do the servers cost something ?
You can connect to it on the same pc by using localhost as the IP address and the port as 7777
If you want people to connect externally, you will need to redirect ports 7777 TCP and 7777 UDP on your router to your PC's local IP address.
Some ISPs can also block incoming connections on certain port addresses.
You will also need to find your PCs external IP address so others will know where to connect to.
doesnt my local ip change all the time?
usually only when you reset the modem, but it could be anytime yes
so ill need to redo it whenever it does right?
You can pay for hosted persistent servers prices vary depending on setup (not all hosts allow modded servers) or if you have the hardware available, run your own.
Depends on how much control you have over your router, I can set a fixed LAN IP address to my own PC, so every time my PC boots up, the router gives it the same local IP address.
Depends on your router,, if you can it'll probably be under your DHCP settings on the router config.
If your public IP changes, then whoever is connecting will change what they enter. ez
if your Local (in your house) IP changes, youll have to reconfigure your port forwarding settings, so make sure to follow @heady sluice advice and fix you PC's local IP address, sometimes called Reservations
attempting to install a dedicated server on a virtual linux using only guidance from chatgpt
is there already a good guide on this? lol cuz if not this thing is practically doing it all for me but the final test will be to see if it works lmao
Use can use something like NOIP to get you a named url to give to your party and they won't have to handle changing the ip address if your ISP changes it. You will need to either enable Dynamic dns in your router to use it, or add an app/plug-in on your server to keep it updated if your ip changes.
ive setup a server through steamcmd but when i load up the game and put the ip in, it says the server is offline, anyone able to help?
try 127.0.0.1
and you can try this https://github.com/asidsx/SatisfactoryPyServerInstaller
Me and a friend got a dedicated server from g portal, and we cant connect anyone have any advice
Success! ChatGPT got my virtual linux server online! we even got most of the steps automated through some custom scripts, with some neat additional features like daily backups, auto start with windows, auto restart if crashes, autoupdates steamcmd, browser-accessible resource monitor
If i put this all into a guide is it something folks would be interested in?
neat
I would be intrested in that guide. Let me know if you make it!
whatd be the best way to share it?
somewhere to post?
just dm
I dont really know but a pdf or mabye google site will work.
If you know html that might work too.
I DMd you.
Just adding a quick howto increase the limit of players 
thats not too bad
lemme know how it turns out, if its smooth install ill put more effort into publishing it with the scripts and stuff lol
ill probably keep making tweaks to it too so thatll be good ot have somewhere to keep it up to date
do you have one for windows?
it loads inside of windows
if you dont want to do it, dont do it
But if you're having issues with the windows one it might be worth a try
Benefits include
Simpler and More Reliable Networking
Linux handles networking configurations more consistently. Features like bridged adapters and static IPs work smoothly without the additional complexities that Windows often introduces, such as conflicting firewall or NAT settings.
Minimal System Overhead
Linux is lightweight and optimized for server use. It doesn’t run unnecessary background processes, so more system resources are dedicated to the game server, improving performance and stability. Resources are pre-allocated and will not interfere with the computer's other tasks.
Straightforward Firewall Management
Tools like iptables or ufw in Linux make it easier to configure ports and allow traffic. Windows Firewall requires more manual adjustments, which can lead to blocked connections if misconfigured.
Fewer Connection Issues
The Satisfactory server on Linux tends to "just work" once it’s online, without requiring as much troubleshooting. This likely reflects better compatibility or testing on Linux for dedicated hosting environments.
Enhanced Stability
Linux is built for continuous operation with fewer disruptions from updates or background services. Windows, by contrast, may require reboots or interruptions for system updates.
Hi everyone,
I've been completely unable to do multiplayer satisfactory without immense lag on the client side. We initially, briefly, tried just regular multiplayer, and that was bad. I then set up a dedicated server on a LAN connection (our computers are like three feet apart). We are both connecting through the Server Manager on the main menu.
We both disabled our VPNs to confirm that was not the issue. My computer is very powerful and with both the server and client running I'm using 30%CPU and 80%RAM (with only the server it's 5%CPU and 65%RAM). Not that that could realistically be the issue, since I don't experience any lag at all connecting to my own server. From searching online, we both set our network quality to Ultra, and when that didn't work, we modified the config files of the server and their client to up the data cap to 800Mbps, with virtually no change.
I can't find anything else to try
Well gosh, I sure wish the Linux version of the game worked, and then I could run the server on my Linux boot
or, I wish there was a Linux version of the game. or I wish that the game worked when running on proton
When connecting to your dedicated server, are you both confident it’s using the local network (LAN) rather than going out to the internet and back? Sometimes this happens if the server's LAN IP isn’t explicitly set during setup, or if a public IP gets prioritized in the connection process.
If you’re unsure, you could try forcing a direct connection to the LAN IP in the game or double-check that the server and client both see each other locally. This might help rule out unnecessary routing.
they are connecting via the server manager menu and inputting my local IP address. is there any chance that it's somehow connecting via the public IP from that?
cause I would guess no
yea
turn off the microwave
lol, nope
unfortunately the layout of this apartment is bad and we cannot do wired connections
but like, we get PLENTY of bandwidth
we have no connectivity issues with anything else
have you ran the performance monitor while in game?
- resource monitor
start > type resource monitor
see what spikes when the lag happens
then if its cpu, gpu, memory, or network, you can drill in to see what process is causing it
so I did notice during a particularly bad lag spike in testing, the server logs looked like this:
LogNet: Warning: UNetDriver::ProcessRemoteFunction: Remote function Multicast_RepActionState called from actor Char_NonFlyingBird_C_2147472770 while actor is be eing destroyed. Function will not be processed.
LogNet: Warning: UNetDriver::ProcessRemoteFunction: Remote function MultiCast_SetLuring called from actor Char_NonFlyingBird_C_2147472770 while actor is being d destroyed. Function will not be processed.
[2024.12.18-02.19.42:870][392]LogNet: Warning: UNetDriver::ProcessRemoteFunction: Remote function Multicast_RepActionState called from actor Char_NonFlyingBird_ _C_2147472770 while actor is being destroyed. Function will not be processed.
[2024.12.18-02.19.42:870][392]LogNet: Warning: UNetDriver::ProcessRemoteFunction: Remote function MultiCast_SetLuring called from actor Char_NonFlyingBird_C_214 47472770 while actor is being destroyed. Function will not be processed.
LogNet: Warning: UNetDriver::ProcessRemoteFunction: Remote function Multicast_RepActionState called from actor Char_NonFlyingBird_C_2147472540 while actor is be eing destroyed. Function will not be processed.
LogNet: Warning: UNetDriver::ProcessRemoteFunction: Remote function MultiCast_SetLuring called from actor Char_NonFlyingBird_C_2147472540 while actor is being d destroyed. Function will not be processed.
[2024.12.18-02.19.42:871][392]LogNet: Warning:
etc
if its happening inside the pc. ifits not this wont tell you much lol
may or may not actually have anything to do with the lag lol
well it has something to do with the lag, but it's unclear whether it caused or was caused by the lag
CPU, Memory, and Network all look fine, no spikes. The only thing that's spiking at all is Disk usage, and that doesn't seem to fully coincide with the lag
what kind of disks are they
SATA or M.2?
if the lag spikes do not coincide with the disk usage, an dnothing else in the resource monitor is full, then the issue is not inside the computers
I don't think the server processes are struggling. As far as I can tell the netcode is just so shitty it can't handle an extremely stable lan connection
its not perfect but hsouldnt be that bad
according to the internet, some people are able to play multiplayer Satisfactory without untenable lag. so I just wanna know how to do that lol
what is up with these server logs anyway.
[2024.12.18-02.47.13:051][177]LogServer: Display: Server startup time elapsed and saving/level loading is done, auto-pause is allowed to proceed from now on (if f enabled in server settings). WorldTimeSeconds = 539.00
that way things keep going even if nobody is logged in
no I mean if f
this happens everywhere. several spaces and then the repeated character
and DM a screenshot of the results
on which machine?
there are a few, but that'll be routed through the VPN right?
ok actually I paused my VPN and still got a few
the route totally changed but there's a 590ms in there
what does that mean and what can I do about it?
(and what does this have to do with a LAN connection?)
depends where the spike is
first test (with VPN) spike:
6 260 ms 35 ms 269 ms 192.178.96.227```
second test (no VPN) spike:
```7 115 ms 5 ms 5 ms r-pxf-edge2.v934-xc.100g.pxfactorydc.net [208.73.136.215]
8 590 ms 7 ms 7 ms 142.250.162.48```
third test (VPN back on) spike:
``` 7 271 ms 272 ms 24 ms 216.239.51.145```
this is all on my machine
can somebody help me set up a sever through the epic games dedicates server thing because i cant find a video on how to do it
so pretty consistently when a player disconnects the server crashes.. is this common?
I do have ticrate set to 60.. not sure if that matters or not
I mean, wireless server hosting is never a good idea and will 99% of the time be an issue
May be better on more recent wifi versions but will still not be able to compete with Ethernet connections... Especially when you as you said are in an apartment, then there is bound to be interference
Packet loss and udp does not go really well together
It's a known issue on windows, assuming you're running on windows
oh does this not occur on linux?
I just set up an ubuntu server last night but havent really used it yet
never happened on my Ubuntu instance atleast
working through this just to try , couple of things , win 11 , had to grab python from windows store, pip didn't work , powershell is pre-installed with one of the later updates...
Are dedi server fixes separate from normal updates?
no , same update generally
It's 2 different apps but they do get updates simultaneously.
Got it
thanks for the feedback!
Im not an expert in this stuff, but thought itd be fun to see what chatgpt could do. in any case ill feed this back into the program cuz i think itd be neat to have something to help other newbies like me
i did have to install python and powershell manually which I did think was odd, but thats why i put it in there. Open to suggestion for streamlining those steps (and skipping if not needed?)
Any ideas when I get to this step , ssh username@<VM-IP> the connection gets refused?
make sure to change username to the username you entered at setup, and the <VM-IP> change to the ip address of the server, which will be assigned by your router. If you already know that, lmk lol
aye , I've done that...pauses then just returns connection refused..a bit wierd
Common Causes and Fixes for SSH Connection Refused
- SSH Server Is Not Running
The Linux VM may not have the SSH service running or installed.
Solution:
Log into the VM through the VirtualBox console.
Check if SSH is installed and running:
sudo systemctl status ssh
If it’s not running, start it:
sudo systemctl start ssh
To ensure it starts automatically at boot:
sudo systemctl enable ssh
If SSH isn’t installed, install it:
sudo apt update && sudo apt install -y
openssh-server
- SSH Port Is Blocked
The firewall in the VM may be blocking the SSH port (default: 22).
Solution:
Allow SSH through the firewall:
sudo ufw allow 22
sudo ufw reload
Verify that the firewall is allowing connections:
sudo ufw status
- Wrong IP Address
Ensure you're using the correct VM IP address when connecting.
Solution:
Find the VM’s IP address:
ip addr
Look for the IP address under eth0 or enp0s3 if using a bridged adapter. It will usually look like 192.168.x.x.
Verify that the IP matches what you’re using in the SSH command:
ssh username@<Correct-IP>
- Bridged Network Misconfiguration
If the VM’s network adapter isn’t set to Bridged, it might not have a reachable IP address.
Solution:
Shut down the VM.
In VirtualBox:
Go to Settings > Network.
Ensure the Adapter Type is set to Bridged Adapter.
Start the VM again and check the IP address as described above.
mb hit enter without formatting lol 1 sec
turns out it just wasn't installed at all
great feedback! Ill add it to the batch file
What did you install?
im (well, with the help of AI) attempting to make a batch file to streamline the installation and setup of a dedciated server on a virtual linux. The system needs some refinement lol
btw if you don't like virtualbox, VmWare workstation 17 pro is now free for personal use
thats good to know! I was not able to get copy/paste to work in virtualbox, which is why the SSH was even used in my guide. I know vmware is a bit more intuitive i that area
and I had the same latency and connection drop issues hosting a ds and client on the same IP/host until I put the ds into a virtual linux vm essentially giving it a new IP and all latency and drops went away for both myself and my friend connecting from the internet public ISP IP
obviously you have to port forward to the vm's IP to make it work externally but it worked
same! glad its not just me, and that the benefits arent just "on paper"
seemed like everytime someone new owuld connect to my server in windows, we have to do like an hour of troubleshooting
linux just seems to work (once its all configured anyway)
and ssh is absolutely the way to go, then you don't have to have vmware workstation or virtualbox even open, the vm just runs as a service in the back ground so always on and ssh is best low-impact admin functionality
agreed
Ive revised the guide with some feedback ive gotten so far. Still no guarantees itll work (yet) ill tinker a little more too after work, and appreciate any feedback from anyone interested in giving it a try
Windows host with administrator access.
This is a very loose definition. Will it run on Windows-XP-64?? he he.
Use definitions and requirements as stated in the wiki...
The setup includes essential features like automatic server management, backups, health checks, resource monitoring, and graceful shutdown for a hands-off experience.
If youre running XP youve got bigger problems than a script not working 😂
could be worse and be Windows 8.1
Could be worse and be windows 8. 8.1 was awesome by comparison
Windows XP and Windows 7 had many years of support, 8.1 last all of 10s and 9 was skipped altogether.. just saying
I transitioned so many PCs to 8.1 from 8 it was a life saver in terms of usability back in the day. Still absolutely trash but at least it had a start button
