#dedicated-servers

1 messages · Page 129 of 1

quartz aspen
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ssd

noble sluice
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SATA SSD?

quartz aspen
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sadly yes

noble sluice
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550MB/s speed there...
I'm not shure what DS demands...

quartz aspen
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ssd shouldnt be a problem right? it just says 25gb i gave 40gb, can always expand later.

noble sluice
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VM a Linux or Windows VM?

quartz aspen
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proxmox vm with cpu as [host] type

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kvm hypervisor

noble sluice
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VM???? Windows or Linux?
I do know Proxmox very well..

quartz aspen
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ubuntu server 24

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mb didnt read properly

noble sluice
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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...

quartz aspen
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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.

hidden forge
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skip the middle-man and go LXC

quartz aspen
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no ty hahaha, i like vm's better, i only run small things in lxc.

noble sluice
quartz aspen
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Alright i will check it out. Thanks again

noble sluice
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And then there is TurnKey - Gameserver....
I have not tested it...

hoary granite
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I use the tteck lxc script with portainer on proxmox, and installed satisfactory server inside that

hexed oak
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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": ""}

thorny dew
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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

hexed oak
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Hmm, I did that on my desktop, but I may have forgotten the router one. Let me double check

sharp falcon
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Does FICSMAS require something special to enable on a hosted server?

eager oyster
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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.

sharp falcon
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I restarted my instance again (IndifferentBroccoli) and it appeared now

eager oyster
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Haha, a reboot. Who'dda thunk it? That fixed my problem too

dusty leaf
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ficsmas is not showing up

grim nest
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FAkAudioModule::UpdateWwiseResourceLoaderSettings : No Resource Loader!
anyone knwo this?

dusty leaf
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fixed by restart

hybrid notch
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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

naive junco
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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.

tribal lark
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hey i might join

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depends how far are you in the world

naive junco
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Not long, last time I played about 50hours each days. Whe I go home I ask a server owner, prehaps you can join, okay?

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And Dm me!

half niche
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Do try removing the blueprints completely and check if the issue persists

zealous osprey
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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?

cold narwhal
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Post your logs; user/appdata/local/factorygame/saved

zealous osprey
cold narwhal
zealous osprey
hybrid notch
wild crescent
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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?

zealous osprey
cold narwhal
zealous osprey
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I can how ever say this

cold narwhal
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Yeah it looks like its overflowing due to the number of objects being rendered on the convery betls

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try lower the conveyer belt quality in settings

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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"

zealous osprey
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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

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same problem. I can hear the game in the back ground but i have a black screen

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and this is the second message after trying again

cold narwhal
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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

zealous osprey
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server is on ultra i will see what mine is

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all so ultra

cold narwhal
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try lowering them both to medium

zealous osprey
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ok

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no affect

cold narwhal
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Shutdown and restart the server, connect to it, and if it boots you again upload your latest log

zealous osprey
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log from the server side yes not my side?

cold narwhal
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Local client log is fine

zealous osprey
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ok

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should be about 5 min

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log from my side

cold narwhal
zealous osprey
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broken mods?

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well then

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i need to report it to the mod devs

cold narwhal
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RedefinedPower

zealous osprey
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do you have the error where or what is broken of the mod?

lavish shell
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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

cold narwhal
zealous osprey
cold narwhal
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Yes but I am not sure if they are caused by the mods or not

zealous osprey
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Taking the logs over as well

cold narwhal
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Yeah I am not a mod person by any means so they would be best suited to help you there

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good luck

cold narwhal
zealous osprey
cold narwhal
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e.g: C:/mygame/ i am a user/ factorygame

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should be "C:/mygame/ ia am a user/factorygame"

zealous osprey
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I have reported the mod and am awaiting a response

wild crescent
hexed oak
zealous osprey
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@cold narwhal It was not there mod

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its the new patch that came out

cold narwhal
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how did the patch cause issues?

zealous osprey
cold narwhal
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and so thats why there we failing to load

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interesting

zealous osprey
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yes

cold narwhal
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good to know, I'll keep that in mind

zealous osprey
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i removed 2 mods and presto i can join the server

cold narwhal
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same line I caught; different subsystem buffer than I expected the issue to be in

zealous osprey
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it identified the problem with in seconds

daring sundial
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[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?
cold narwhal
daring sundial
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Docker

daring sundial
thorn plover
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Thank you for the reply, Both UDP and TCP is open for 7777.

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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?

cold narwhal
daring sundial
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Ill take a look thanks!

cold narwhal
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The game uses 443 to get data from Epic/Steam, so you won't have any forwarding to do for those services.

thorn plover
cold narwhal
thorn plover
cold narwhal
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You could try adding the -multihome argument to the config file

thorn plover
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will do that :)

cold narwhal
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Are you running it as a service?

thorn plover
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nah, from cmd

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it all works from inside my lan, so it most be a firewall thing

cold narwhal
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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

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then if you have the server hosted on a cluster and is managed by a software firewall, then same. and lastly the gateway firewall

thorn plover
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to test the server i did something very naughty.. and i work in IT..

cold narwhal
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We can rule out the host

thorn plover
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C:\servers\satisfactory\FactoryServer.exe -log -unattended -multihome -port 7777

cold narwhal
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-multihome=publicip

noble sluice
lavish shell
thorn plover
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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?

plush creek
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how to turn off auto restart server?

hidden forge
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you should not. UE needs it, otherwise you will get bugs

plush creek
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oh

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thanks

hidden forge
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if you want to move the restart time, the setting is an absolute clock, not an interval

dry arrow
hidden forge
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disable the mod and try again?

dry arrow
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idk what mod it is I have 101 mods lmao

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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

dry arrow
hidden forge
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sry, i have no idea about mods

dry arrow
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damn well i did dm you just ignore it then

cold narwhal
dry arrow
cold narwhal
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actually, you probably already mentioned the error. If you have 101 mods; dedicated servers only allow like 11

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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

lucid parcel
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| 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

cold narwhal
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the update server, I mean

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its a 401 in other words

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did you set login anonymous?

dry arrow
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i can send you the mod pack

cold narwhal
dry arrow
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okay stand by

cold narwhal
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I mean, I already know what the issue is, but I will show you the specific log entry so you can see it too

marble fjord
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oyi same problem again with update.

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its weird. it looks like the docker is still running, steam-cmd is still hitting the CPU, but the log output is just b0rked

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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

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it just fails out because the health check/logger itself is failing oout

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I'll give it a bit while the Steam CDNs fill up and I get the game slowly, report back

cold narwhal
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Are you able to ping something like 8.8.8.8?

marble fjord
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err. discord isn't letting me paste the log.

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the server is running and properly on the internet... if thats what you are asking

cold narwhal
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x606 is a corrupt file state

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steamcmd app_uninstall 1690800

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then reinstall using force_dir to the correct directory

marble fjord
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yea I just saw it spinning more, blasted away the steamapp directory and it seems to be fetching once again

bold night
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Has anyone else experienced entire sections of their rail networks no longer showing the blocks?

twilit fox
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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

cold narwhal
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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.

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That is how mine is configured, anyway

twilit fox
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it seems like steamcmd is the issue with that.. as I don't think there's a command to poll the version running

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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

cold narwhal
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Planned downtime! Mine restarts at 2300 every night

twilit fox
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that doesn't work for me.

cold narwhal
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I mean, you could create a failover or hotsite that copies the latest server state, takes over while the production server restarts....

twilit fox
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Ohwell.

cold narwhal
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but that seems like a lot more work than "hey don't log in during x time for 15 minutes"

twilit fox
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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

thorny trout
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hey a friend has a problem where he cant connect to the server

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he get this

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other are able to join

cold narwhal
cold narwhal
# thorny trout

check the public IP and port; if other people are able to access it from outside the internal LAN, its a client issue

thorny trout
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oke

twilit fox
marble fjord
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okay. clearing out the steamapp dir and factoryserver dir did the trick, fresh install.

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save loaded right up on docker container start

cold narwhal
marble fjord
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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

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lots of subtlety on threadripper, changed some of the NUMA and other stuff too, so not full apples/apples

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oh my. this is SO much better. heck yea

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kinda makes me wonder how a processor not almost 8 years old would deal with it heh

cold narwhal
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lol Im on an RTX 4090 and Ryzen 9 7950X and it still chugs rendering my megafactory

marble fjord
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well, rendering is a different thing than actually managing the server eh?

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Was getting all sorts of rubber banding and belts being herky-jerky just sitting there

cold narwhal
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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

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havent*

marble fjord
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well, the threadripper is a salvage build for my local home server.

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game runs on my 7800x3d/7900xtx

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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

twilit fox
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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

marble fjord
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gosh if I were made of money

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just the motherboards cost more than the CPU/GFX/Mobo combo of my game PC lol

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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

cold narwhal
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pretty sure my old dell is a xeon

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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

marble fjord
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heck. freaking money well spent

cold narwhal
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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

marble fjord
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excuse my language O_O

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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

cold narwhal
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I just download RAM from OneDrive and set it up as SWAP space xD

twilit fox
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you can indeed download more ram now.

marble fjord
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I suppose that'd go for all the 19xx and 29xx threadrippers, tehy all have the same memory controller/split die type thing

twilit fox
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I'm hosting two satisfactory dedis on a 5600gt

marble fjord
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I bet that thing has better CPU performance overall than the 1920x lol

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single AND multithreaded... AND it has like, a 3x better memory controller

winged iron
cold narwhal
winged iron
#

oh gotcha

cold narwhal
winged iron
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LOL NON SUCKING SERVICE MANAGER

cold narwhal
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lol the number of windows apps that are named like that

cold narwhal
# thorn plover

Did you ever get yours sorted? I thought of some things on my commute today to help if you haven't

split current
#

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?

mint junco
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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

cold narwhal
cold narwhal
full kraken
mint junco
#

Here's the command line I'm using.
./steamcmd.sh +force_install_dir $InstallationDir +login anonymous +app_update 1690800 validate +quit

full kraken
mint junco
#

I don't think we are, this never happened before.
The last two updates have behaved the same way.
This and the previous.

full kraken
#

The last one was OK for me actually. 🙂

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I am lost... 🙂

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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.

mint junco
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Did you define the installationdir variable?

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If not then I guess it will default to the current working directory.

full kraken
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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!

mint junco
#

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.

split current
split current
granite crystal
noble sluice
#

DON'T INSTALL THINGS FROM UNKNOWN SOURCES!

granite crystal
#

yes only from github

noble sluice
granite crystal
#

no you )

silver vessel
#

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 😛

toxic anchor
#

Is no Ficsmas on server a normal problem?

granite crystal
toxic anchor
#

Not sure, I am not the admin. But admin couldnt figure it out

#

If they didnt I reckon they can turn it on now?

granite crystal
# toxic anchor 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.

strange kayak
#

is it possible that dedicated servers dont have the update yet?

#

nvm, it installed by itself POG

thorn plover
#

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

noble sluice
#

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

thorn plover
#

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

wicked knot
deep turret
granite crystal
deep turret
granite crystal
granite crystal
deep turret
# granite crystal or

nope that just put default (= whatever already been set or fresh installation default)

wicked knot
deep turret
deep turret
granite crystal
deep turret
#

well if you want to select release branch this is pretty much it

#

otherwise it does not select any specific branch

granite crystal
noble sluice
# granite crystal or

I Don't have steam installed. No need to install steam just for running Dedicated Server.

mint junco
#

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

tidal sail
#

It will just NOT pull this new update down and I am at a loss

granite crystal
robust abyss
#

Quick question, is there a way to run multiple servers on a single machine?

tidal sail
#

I ended up just deleteing the isntall and running the force again

#

worked just fine

#

tired of doing this lmao

noble sluice
# tidal sail It will just NOT pull this new update down and I am at a loss

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

tidal sail
#

Thank you. Will keep this in mind

surreal crest
#

where is the blueprint save file located at ?

bitter mural
vestal minnow
bitter mural
vestal minnow
#

you need to add DNS entry with same FQDN on your local network and point it to your internal ip of that host.

bitter mural
#

Why? I can ping server1.domain.com without problem. I have the same setup for several other servers, just satisfactory is not working.

vale parrot
#

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

vestal minnow
#

accessing local host with external ip is never good thing. you're creating unwanted loop for routing and firewall rule as time goes on.

bitter mural
#

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.

vale parrot
#

So if you use the IP from the A record it is able to connect?

bitter mural
#

yep, but not with the domain.

vale parrot
#

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

bitter mural
#

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.

vale parrot
#

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?

tender magnet
#

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

sturdy gust
#

Delete the app manifest

#

steamapps/appmanifest_1690800.acf

sturdy gust
#

Ah sorry, that was more for @bitter mural I guess

bitter mural
#

I will try this

tender magnet
small field
#

where are the dedi server log files stored again??

onyx depot
dry arrow
#

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?

safe rose
#

Would I have any issues just directly uploading my world files to a dedi server and continuing my progress there?

quick mist
#

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

rigid shale
#

Hello, are dedicated servers such as ones on nitro able to run mods now?

dry arrow
cold narwhal
dry arrow
cold narwhal
#

linux or windows?

dry arrow
#

windows

cold narwhal
#

/%appdata%/factorygame/saved

dry arrow
#

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

cold narwhal
#

ah, so you aren't even logging, ok. Send the full version of the log you posted above.

dry arrow
#

stand by

#

Full log

cold narwhal
#

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

dry arrow
#

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

cold narwhal
#

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

dry arrow
#

i changed it to only 11 mods like you said it shouldnt be trying to find other mods

cold narwhal
#

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

dry arrow
cold narwhal
#

post the batch file

dry arrow
#

@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

cold narwhal
#

It should be find to configure the server startup with a script

#

-ServerQueryPort=1577 -Port=7777 -multihome=192.168.1.35

#

try that

dry arrow
#

nope

#

still shut down

cold narwhal
#

yeah a misconfigured IP shouldn't shut the server down, really.

#

I think your entire server is borked.

dry arrow
#

what could have happened because it was running just fine last night and nothing changed

cold narwhal
#

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.

dry arrow
#

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

cold narwhal
#

LOL

dry arrow
#

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

cold narwhal
#

yeah 0.0.0.0 is localhost and isn't routable

jovial veldt
worthy cloud
#

yo anyone need someone to play with im down 🙂 looking for a casual 24/7 server

worthy cloud
#

thx

cold narwhal
jovial veldt
hollow ermine
#

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

shy sedge
#

Hi All
Does anyone run a Satisfactory Server on a Synology Nas? Cant find a good video that explains how to run it 😮

hidden forge
#

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

mint junco
#

Any idea what the green means?
It's been a thing since 1.0 but can't figure it out.

mint junco
noble sluice
golden raven
#

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

mint junco
golden raven
mint junco
golden raven
#

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

golden raven
golden raven
wicked knot
golden raven
#

no

noble sluice
magic pine
#

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?

magic pine
#

No, but we found the problem. It's probably the earthquake in California.

noble sluice
shy sedge
#

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? 😮

sturdy gust
sturdy gust
marble fjord
#

omg another update/!*@!>?

#

OKAY. fine.

lilac sinew
#

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

dry copper
#

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?

dim patio
mint mantle
#

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

wheat dust
#

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

dry arrow
#

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

shy sedge
exotic kelp
#

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

exotic kelp
#

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

thorn plover
# deep turret wdym by "not same ip" ?

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

thorn plover
noble sluice
mint junco
exotic kelp
#

thanks

#

would be nice to pin it so ppl with similar issue get help

rustic loom
#

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

maiden geyser
#

is there a way to like, "drag" floor platforms?

noble sluice
maiden geyser
round marsh
#

if you haven't tried that already

hybrid notch
#

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.

round marsh
round marsh
#

have you tried higher?

#

we use ultra on both sides and it works great

tidal sail
#

steamCMD kicking my ass recently lol

wind prairie
#

what is the best hosting to buy for a server for 2 people

tulip sparrow
#

Anyone else having trouble updating linux servers the last few patches?

torn tiger
#

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

median venture
mint junco
# tidal sail Damn tried this on my Debian install and no luck. I had it working for a moment ...

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

fleet pawn
#

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.

mint junco
#

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.

fleet pawn
mint junco
#

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?

fleet pawn
#

I know the 7777 is default 🙂

mint junco
fleet pawn
#

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?

fleet pawn
mint junco
#

We're converging. Connecting to your public ip from your LAN may not work. You actually need to be external for a good test.

fleet pawn
mint junco
#

I'm about to go out but sure we're not out the door yet

fleet pawn
#

sent ip privately

fleet pawn
#

resetting router to factory default..

hidden forge
#

Windows firewall configured/off?

fleet pawn
hidden forge
#

Are there options in the Router portforwarding settins for UDP?

fleet pawn
#

nope, just select udp/tcp out/in port and ip

hidden forge
#

K

#

You hosting on the same machine you are playing on?
Did you set a server password?

fleet pawn
#

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

hidden forge
#

Ah, try restarting first

fleet pawn
#

tried alredy, no help, annoying is that it is very expensive router, I am starting to hate asus routers from now on

noble sluice
fleet pawn
noble sluice
#

No. Portforwarding allow guest access to your internal nettwork forwarded from you router to internal IP:port.

fleet pawn
#

it just detect traffic at particular port, and forward it to IP you set in port forwarding.

vernal grove
#

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

noble sluice
fleet pawn
#

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)

vernal grove
vernal grove
#

does that work on disconnected players?

hidden forge
#

yes. they are not invulnerable

vernal grove
#

ok. thanks

#

gotta change the thing to allow all items to be in death crate rather than non equipped only

vernal grove
#

but wtf is this

hidden forge
#

the tick-thing hitching a ride?
and not something for this channel

fleet pawn
#

this is the issue, the time is not yet... wth?

civic lantern
#

what time does the server think it is?

fleet pawn
#

UTC+1

civic lantern
#

the game is running directly on the machine, not in a VM or something? On the upside it will work in a few hours

fleet pawn
#

directly on machine

#

hopefully it wont create certificate at each logon

civic lantern
#

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

fleet pawn
#

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

civic lantern
#

i barely know the answer on linux, it's not in ~/.local/

fleet pawn
#

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)

civic lantern
#

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

fleet pawn
#

I deleted somethiong at appdata folder, looks like generated new certificate

#

yep it works, deleting %appdata%/Local/FactoryGame helped

civic lantern
#

good. okay, makes sense, the cert is derived from the savefile

gleaming stag
#

okay i am having this error after reducing the connection timeout on my server

wicked knot
valid fractal
#

any1 host with bisect hosting only allowing 4 players?

mighty plume
#

Anyone wants to join my friends in satisfactory?

mint junco
hoary gate
#

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 🙏

hoary gate
#

Windows 11

remote barn
#

So u wanna do a new server

hoary gate
#

Yes

#

I'm very beginner, was my first server

remote barn
#

What are the errors

hoary gate
#

Worked fine for é weeks

#

Look like there is a lot of error

remote barn
#

If u dgaf the most simple fix would be to delete everything

hoary gate
#

I LL do it right now cause after delete all and fresh instal I have just a few error

remote barn
#

Also delete the servers working dir

hoary gate
#

Or should I save some of my appdatta local and delete even that?

remote barn
#

The dir where the servers saves etc are

hoary gate
#

Yeah it's sharing same folder with my regular satisfactory

#

User appdatta local

remote barn
#

This no good

#

Install the server on different user

hoary gate
#

Ooo never thought about that

#

How can I do ? I guess it's simple?

remote barn
#

Google my friend

hoary gate
#

Ok thanks

remote barn
#

I have no clue how to do that on win
Win is a pussy when it comes to stuff like that

hoary gate
#

You gave me a really nice help here maybe it's gonna work

mild cipher
#

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?

cunning dune
#

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.

remote barn
#

right user?

#

seems like the server is trying to look in a different user folder uk what i mean

cunning dune
# remote barn seems like the server is trying to look in a different user folder uk what i mea...

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.

languid cosmos
#

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

hidden forge
frosty gale
#

server dont update to newest version any other with same problem give a thum up

hidden forge
polar ibex
polar ibex
# languid cosmos could anyone let me know what is causing my server to crash whenever I leave the...

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.

polar ibex
frosty gale
#

It work now

robust abyss
#

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

ruby nebula
#

how do inv someone to my dedicated

civic lantern
ruby nebula
#

I did that but the other person said it was offline and then my save file was gone

civic lantern
#

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?

normal cape
#

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

civic lantern
#

with what error message? does the server log anything? are you using mods?

#

@normal cape ^

normal cape
civic lantern
#

what's the client say?

#

as a coincidence, my server just kicked me off

normal cape
# civic lantern what's the client say?

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

civic lantern
#

the error message is odd. it looks, almost, like your computer's clock is wrong

normal cape
#

they match up to the second - same NTP server

#

people in the server see me connect

civic lantern
#

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

normal cape
#

yeah exactly theres nothing useful in there

civic lantern
#

so you see 'join succeeded'. Is network qualify in the game settings 'medium'?

normal cape
#

yes to both

civic lantern
#

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

normal cape
#

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

civic lantern
#

i'm in a similar scenario but things are fine. server is linuxgsm on debian 11

normal cape
#

ill reinstall - must be client issue - cheers for taking time to try and troubleshoot anyway bud

civic lantern
#

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

cunning dune
trail lichen
#

Update: it is also not working when logging into steamCMD

ruby nebula
golden raven
#

Helping a friend set up but he gets this error:

#

some steamcmd stuff

remote barn
#

Check Internet connection ig

ruby nebula
#

anybody knows why after i leave my dedicated server it goes offline?

remote barn
#

offline or just pause?

ruby nebula
#

it just goes away from the list and says server offline

glad nest
#

any logs from the server?

ruby nebula
glad nest
#

so you are on windows?

ruby nebula
#

ye

glad nest
#

probably some stupid hidden folder that windows loves.

Try %appdata%/Local/FactoryGame/

glad nest
#

check the logs for what is causing the server to crash

#

or if it even is crashing

noble sluice
proven kestrel
#

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"

obtuse chasm
#

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.

tepid hazel
#

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.

glad nest
# obtuse chasm Where does the docker Wolveix save the map. The server is not showing. I searche...

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

obtuse chasm
glad nest
#

have you been running the server successfully then?

obtuse chasm
#

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

glad nest
#

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

obtuse chasm
#

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

glad nest
#

and your server works?

obtuse chasm
#

It did, was playing on it with other people a month ago before we took a break

glad nest
#

what about now?

#

Im guessing that is a no, but just making sure

obtuse chasm
#

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

glad nest
#

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..

obtuse chasm
glad nest
#

sounds to me like you either have had some storage issues or that someone has done a too good cleaning...

obtuse chasm
#

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.

glad nest
#

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

obtuse chasm
#

the image was created 5 days ago

glad nest
#

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

obtuse chasm
#

it was recently updated as I was using latest instead of pinning a version

tepid hazel
#

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?

quick mist
tepid hazel
#

Even if I create a blueprint in the blueprint designer on my server, it just doesn't work.

#

It doesnt show up

quick mist
#

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?
tepid hazel
#

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

civic lantern
#

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?

tepid hazel
#

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.

glacial ginkgo
#

You have to restart the server for it to see the files.

late snow
tepid hazel
civic lantern
#

What is “conveyor test”?

civic lantern
tepid hazel
#

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.

bronze snow
#

how do i get a free dedicated server ?

sturdy gust
bronze snow
#

oh ok

rustic elm
#

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?

civic lantern
#

What is the server spec? Specifically memory

sick topaz
#

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
civic lantern
# tepid hazel Right. Sorry for the confusion. Lemme back up. So, I unlocked the blueprint de...

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.

civic lantern
sick topaz
#

but found where the world backup is, forced a backup, juuusstt in case

civic lantern
#

you might pass the savefile through SF calculator - it maybe forgives certain things and then re-generates the file for you

sick topaz
#

will check with vanilla + clean map to check if it start...

civic lantern
#

you may find older backups in the automatically-made SaveGames_backup folder. I think this is populated during version bumps

sick topaz
#

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 😄

tepid hazel
round citrus
#

anybody there?

hardy galleon
left radish
#

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

toxic lagoon
opaque river
#

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.

tender mural
#

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

wispy sluice
#

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

glad nest
deep turret
#

what

#

how many time will it scrub it

glad nest
#

dont start him up again please

tender egret
#

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.

wispy sluice
#

Any idea for my problem?

glad nest
noble sluice
wispy sluice
glad nest
#

Or have you updated to the new ports since 1.0

tender mural
glad nest
#

Then I am unsure what it could be

mild cipher
wispy sluice
hot turtle
#

Hello, my dedicated server is crashing on startup any ideas where to start troubleshooting? this is a fresh install.

dry copper
#

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?

thorn plover
#

Can anyone explain this? After a while my server just kind of goes offline and i cannot reach it from my local network neither

raven quest
#

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

thorn plover
raven quest
#

the ISP sorted it

thorn plover
#

very cool

tender mural
raven quest
#

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

thorn plover
#

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

noble sluice
thorn plover
thorn plover
wraith talon
#

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

marble berry
#

does anyone here use LinuxGSM?

noble sluice
noble sluice
# marble berry does anyone here use LinuxGSM?

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.

smoky depot
#

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.

tropic zenith
#

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?

civic lantern
marble berry
civic lantern
#

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.

#

and other bugs, #4713

civic lantern
#

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.

civic lantern
#

does it work if you connect the way you tell your friend to?

civic lantern
wispy sluice
#

My server works perfectly the only fault I encounter is that players who disconnect put the server offline

heady sluice
heady sluice
heady sluice
tropic zenith
#

Mhmm

wispy sluice
heady sluice
#

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

wispy sluice
#

I use windowsGSM it works very well

noble sluice
glacial ginkgo
noble sluice
wispy sluice
#

i try with Epic game dédicated and WindowsGMS ... , same error

wispy sluice
noble sluice
wispy sluice
#

can u give me your build ?

noble sluice
#

I Ran it on a VM in Proxmox with Windows 11 edu version...

wispy sluice
#

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

glad nest
#

that server quits when local player is a pretty old bug now on windows servers sad its not fixed lol

noble sluice
glad nest
#

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

civic lantern
wispy sluice
#

I tried in 4G and the problem is identical so I ruled out the local problem.

thorn plover
heady sluice
# wispy sluice

Aye , I tried GSM and had the same result , thats why I switched to the batch file I linked earlier.

noble sluice
#

Scripting a restart of a server that crashes, isn't a good fiks.

smoky depot
scenic yoke
#

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?

wispy sluice
#

I try later ty guys

twilit fox
#

Try checking the log files on your 'server os'

heady sluice
# scenic yoke Hi All ... I recently made a server availble here on the LFG and had alot of ni...

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.

glad nest
scenic yoke
glad nest
#

It does not balance out well, or at all

#

it will most heavily rely on 1 core

scenic yoke
#

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 ...

glad nest
#

i agree but I can also understand the complexity of what loads to share over different cores

shell cedar
#

But then you can run as many servers you have cores 💪

wind silo
#

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?

heady sluice
round onyx
#

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

round onyx
#

Additionally if I try to install it from scratch this is all that gets installed (basically start over):

valid fractal
#

any1 with bisect hosting unable to have more than 4 players

round onyx
round onyx
thorn plover
#

can someone explain why my server keeps going down?

plush cedar
#

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" :

granite crystal
granite crystal
thorn plover
deep turret
#

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

plush cedar
granite crystal
deep turret
#

either the network connection structure code is broken
or the connection close function is too broad

thorn plover
deep turret
granite crystal
# plush cedar I checked, the server is set at the right time

Time in a Docker container can differ from the time on the host machine for several reasons:

  1. Environment Isolation: Docker containers are isolated from the host system, allowing them to have their own time and timezone settings.

  2. 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.

  3. 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.

  4. 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.

plush cedar
#

I'll check after work, thanks a bunch

thorn plover
noble sluice
plush cedar
half juniper
#

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 ?

cloud path
half juniper
plush cedar
granite crystal
thorn plover
desert sand
#

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?

noble sluice
heady sluice
desert sand
elder spear
#

Do the servers cost something ?

heady sluice
# desert sand well i want to connect to it from the same pc as im hosting it and have other pe...

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.

desert sand
#

doesnt my local ip change all the time?

hardy galleon
desert sand
#

so ill need to redo it whenever it does right?

heady sluice
heady sluice
# desert sand so ill need to redo it whenever it does right?

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.

hardy galleon
# desert sand so ill need to redo it whenever it does right?

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

glacial surge
# desert sand so ill need to redo it whenever it does right?

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.

kind crater
#

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?

wraith orchid
#

Me and a friend got a dedicated server from g portal, and we cant connect anyone have any advice

hardy galleon
#

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?

latent night
hardy galleon
#

somewhere to post?

#

just dm

latent night
#

If you know html that might work too.

hardy galleon
#

cuz theres some like code snippets

#

a site could be cool

latent night
hardy galleon
hardy galleon
#

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

kind crater
hardy galleon
#

it loads inside of windows

hardy galleon
civic gorge
#

what makes it better

hardy galleon
#

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.

jolly sedge
#

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

jolly sedge
#

or, I wish there was a Linux version of the game. or I wish that the game worked when running on proton

hardy galleon
# jolly sedge Hi everyone, I've been completely unable to do multiplayer satisfactory without ...

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.

jolly sedge
#

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

hardy galleon
#

okay no probably not

#

wireless?

jolly sedge
#

yea

hardy galleon
#

turn off the microwave

jolly sedge
#

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

hardy galleon
#

have you ran the performance monitor while in game?

jolly sedge
#

no, how do I do that?

#

oh yea, wait, before we go further

hardy galleon
#
  • 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

jolly sedge
#

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

hardy galleon
#

if its happening inside the pc. ifits not this wont tell you much lol

hardy galleon
#

may or may not actually have anything to do with the lag lol

jolly sedge
#

well it has something to do with the lag, but it's unclear whether it caused or was caused by the lag

jolly sedge
hardy galleon
#

what kind of disks are they

jolly sedge
#

SSD

#

just one

#

@hardy galleon any other ideas?

hardy galleon
#

SATA or M.2?

jolly sedge
#

M.2

#

again, I experience no lag connecting to my own server on the same device

hardy galleon
#

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

jolly sedge
#

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

hardy galleon
#

its not perfect but hsouldnt be that bad

jolly sedge
#

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

hardy galleon
#

that way things keep going even if nobody is logged in

jolly sedge
#

no I mean if f

hardy galleon
#

go to Start > type CMD

#

enter

tracert 8.8.8.8

jolly sedge
#

this happens everywhere. several spaces and then the repeated character

hardy galleon
#

and DM a screenshot of the results

jolly sedge
hardy galleon
#

both

#

look for any latency over like 50ms

jolly sedge
#

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?)

hardy galleon
jolly sedge
#

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

hardy galleon
#

now do
tracert <the local IP of the other machine>

#

theres dif an is issue here

restive acorn
#

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

hot turtle
#

so pretty consistently when a player disconnects the server crashes.. is this common?

hot turtle
#

I do have ticrate set to 60.. not sure if that matters or not

glad nest
glad nest
hardy galleon
#

I just set up an ubuntu server last night but havent really used it yet

glad nest
#

never happened on my Ubuntu instance atleast

heady sluice
acoustic pecan
#

Are dedi server fixes separate from normal updates?

heady sluice
noble sluice
acoustic pecan
#

Got it

hardy galleon
# heady sluice working through this just to try , couple of things , win 11 , had to grab pytho...

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?)

heady sluice
hardy galleon
#

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

heady sluice
hardy galleon
# heady sluice aye , I've done that...pauses then just returns connection refused..a bit wierd

Common Causes and Fixes for SSH Connection Refused

  1. 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

  1. 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

  1. 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>

  1. 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

heady sluice
#

turns out it just wasn't installed at all

hardy galleon
#

great feedback! Ill add it to the batch file

hardy galleon
# noble sluice 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

bleak dust
#

btw if you don't like virtualbox, VmWare workstation 17 pro is now free for personal use

hardy galleon
bleak dust
#

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

hardy galleon
#

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)

bleak dust
#

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

hardy galleon
noble sluice
hardy galleon
#

The setup includes essential features like automatic server management, backups, health checks, resource monitoring, and graceful shutdown for a hands-off experience.

hardy galleon
bleak dust
#

could be worse and be Windows 8.1

hot turtle
#

Could be worse and be windows 8. 8.1 was awesome by comparison

bleak dust
#

Windows XP and Windows 7 had many years of support, 8.1 last all of 10s and 9 was skipped altogether.. just saying

hot turtle
#

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