#dedicated-servers
1 messages · Page 131 of 1
So if I just pop a belt out of the Miner Mk2 it shows fine... but connect it to a very long belt... and it just all disappears... not even going into the container anymore at the other end.. just full stop not working
weird as everything has been working flawlessly until now
oh, i've had things not render right, but never had it stop working. what happens if you reconnect?
it all just stops. its odd
at one point I had it fluctuating from 71 to 70 back to 71 then 70 over and over even tho the conveyor showed a stead stream of ore into the container. When I disconnected the belt.. the ore didn't increase then either so that removed the idea that it was fluctuating because it was leaving the container on the outward belt
70-71 what?
so if I understand you right, if you delete the conveyor (and the container?) and rebuild it, the miner starts back up, begins filling the belt, and then stops? the container remains empty?
it would be worth downloading the world to your computer and running it there, to see if it's "just you". It could be that there is a phantom coneyor support right at the mouth of the container, which is what you've connected to
The quantity of the item... so inside the container it was flicking from 70 to 71, so thought at first the container was glitched
yes, if I just put a small length from the miner, it shows the ore.. connect it back up to the miles of conveyor I've already built and it all stops again
A cloudflare tunnel would also work to drill through a CGNAT
sounds like you have a splitter that are not configured properly
never heard of such a error serverside atleast, that is normally gameplay issue
No splitters on route.. but we replaced the distance with a train and working fine now 😄
once had some ore that somehow had managed to mix into my factories conveyor belts, they looked pretty similar to what i had there before, my machines were working properly every time i deleted the conveyer belt and rebuilt it, for about 1 minute 😛
Where would the save location be on a linux computer?
good to know thank you.
even on the same numa node, with high cpu priority, my server is so broken that my mk6 belts act like mk2 :'(
I'm trying to set up a dedicated server and the Updates.bat file keeps saying please set the game install path to something other than the steam install folder, does that mean the decidated server or the actual game?
if you are doing manual update then you need to install/put it in a manually managed directory
this sounds like you put it with other steam managed installations instead which may interfere
Yeah we figured that out that part but then when it came to port opening we couldnt do it. I opened on the firewall the 7777 port and allowed connection on the inbound and blocked connection on the outbound as got told in a tutorial,
however when i tried opening it on my router aswell the checkport.com website or whatever it's called kept saying the port was closed
Quick Q: Is there a setting to make the factory contine to run while no one is online?
is it the auto-pause setting? must be
hi, im using the docker image from wolveix but i cant install the game. I checked it has connection to google, steam, 1.1.1. Everything works except i still get following error
satisfactory-server | Downloading the latest version of the game...
satisfactory-server | Redirecting stderr to '/home/steam/.steam/steam/logs/stderr.txt'
satisfactory-server | ILocalize::AddFile() failed to load file "public/steambootstrapper_english.txt".
satisfactory-server | [ 0%] Checking for available update...
satisfactory-server | KeyValues Error: LoadFromBuffer: missing { (current key: '<!doctype') in file manifest [offset: 15]
satisfactory-server |
satisfactory-server | ../tier1/KeyValues.cpp (2925) : Assertion Failed: Error while parsing text KeyValues for resource manifest
satisfactory-server | [----] Verifying installation...
satisfactory-server | [ 0%] Downloading Update...
satisfactory-server | [ 0%] Checking for available update...
satisfactory-server | KeyValues Error: LoadFromBuffer: missing { (current key: '<!doctype') in file manifest [offset: 15]
satisfactory-server |
satisfactory-server | ../tier1/KeyValues.cpp (2925) : Assertion Failed: Error while parsing text KeyValues for resource manifest
satisfactory-server | [----] !!! Fatal Error: Steamcmd needs to be online to update. Please confirm your network connection and try again.
satisfactory-server | threadtools.cpp (3294) : Assertion Failed: Illegal termination of worker thread 'Thread(0x0x56bde650/0x0xf77a5a'
It seems like the steamcmd isn't downloading correctly or is getting a wrong response. Seems to be expecting json but gets html
i installed docker straight on my PVE, not a vm, so i have all my ram and cpu available. (if that would be the issue)
Update your container.
i just downloaded it
but my friend ran the same thing on his server and all worked instantly
so i guess i'm all set (for now)
What processor are you running on? My comparison is on a threadripper 1920x setup as a dual NUMA system in bios. It was fast but had crazy hitching and jumpy ness without NUMA control. Tested against running against a 5900hx laptop and it was night and day better. Enabled NUMA control and only let satisfactory have the 6 cores and it was even better than the laptop
Network quality is important
most software does not like being spread across multiple numa domains
it is a xeon e5-2690, a bit old now, but it was working fine with way bigger saves on previous versions. I'm not talking about getting 30 stable ticks, just being able to play normally, not speed 0.1 with heavy rollbacks, stuttering, dying because of lag etc...
I will try if dealing with numa can have any effect on my configuration, but it is a single socket, and not a modular cpu like zen architectures, so I doubt there will be any gain.
The server is here, so there is not any network issue
I'm planing to do better tests, reinstalling the server fro scratch.
reimporting an old save didn't fixed totally, so I want to check if there is not a permanent config/bug/anything in the server files causing this issue
Holy crap, what a weird layout for the NUMA on that...
I have symptoms that may not be caused only by the save. for exemple when opening the server list, it switches offline for 5-10 sec, and then temporarily displays a decreasing 1000ms ping (whereas network side it is under 1ms)
When I join the server, it takes maybe 5 minutes of loading, that is pretty insane as I'm still tier 8
hrmmm can't link to the map cuz links blocked. but that looks like ya gotta be on the right NUMA node(s) to keep things unstuttery
numa is not activated, but I tried static cores affinity, forcing it on real cores rather than hyperthreading ones, but it is not better
like, you are gonna wanna be on one of the numa nodes that are on the same ring bus as the PCIE/Network/Disk
ah, well, I don't know how that platform behaves, but on threadripper, if you disable NUMA, it interleaves all your memory controllers natively, and tanks my memory latency for this game
yes, threadripper is half way between a single cpu and 4 cpu
I'm still asking how it is managing memory access on low level layers
xeon e5-2690 is a single numa node per socket
TR 1920X is a two NUMA nodes per CPU, one per each CCD
that Xeon is 2 NUMA nodes eh?
threadripper can be configured between single and dual, at least that early gen. and each of its numa does its own dual channel memory
pretty sure the e5-2690 is kinda similar, just intel ring-bussy
in single mode, both just interleave memory
depends on if its a dual CPU system. each CPU is, on its own, a single numa node
everything I've looked up on that proc shows dual numa nodes, and to get them to report, you enable/disable Cluster on Die
in bios
and all the system stuff is hanging off of one of those nodes too
but I've not been hands on with it, so I can't go any further than what I'm searching
oh, ohhhh. it's one of these intel CPUs. there are multiple versions of it, i guess it depends on the version?
hey @elder nimbus is there a v<Something> following the CPU name? E.g.: Xeon E5-2690 v3 ?
no, it is first gen
need to flash the server to put a v2, and I would lost the actual quiet fan profile :/
the 8cores (v1) have everything on a single ring-bus, so NUMA shouldn't be a concern
guys for a server of 4 people ish, how much ram would i need?
and also what's the best server hosting site?
hello, I am back from the holidays
attempting this on either machine just results in
2 * * * Request timed out.
3 * * * Request timed out.
4 * * * Request timed out.
5 * * * Request timed out.
6 * * * Request timed out.
7 * * * Request timed out.
8 * * * Request timed out.
9 * * * Request timed out.
10 * * * Request timed out.
11 * * * Request timed out.
12 * * * Request timed out.
13 * * * Request timed out.
14 * * * Request timed out.
15 * * * Request timed out.
16 * * * Request timed out.
17 * * * Request timed out.
18 * * * Request timed out.
19 * * * Request timed out.```
is tracert the correct command to be using here?
tracert shows the path of a packet to its destination. It would help to show where a bottleneck is
if anyone could answer, it would be much appreaciated 
if i remeber correctly your server is on WIFI, and I was helping to guide you to see that the WIFI was causing the problem instead of being just like "trust me bro" lol
ok so how does this demonstrate that WiFi is the problem?
according to the internet this output just means ICMP requests are being blocked which is not uncommon for local machines. so I'm not sure this has any bearing on other forms of wireless communication
it doesnt lol this is not the expected result
have you tried with hardwire?
as I've said I'm unable to attempt hardwire because my apartment's layout is dumb
unless... can I just wire the computers to each other without going through the router?
tracert is not the right tool. tracert shows the routers between you and the destination. In your homenet theres probably no (actual) Router between Clients.
What you actually want to use to see if a client is reachable is "ping"
well we know it's reachable
we're able to connect there's just lag
also sort of curious what a home router is if it's not an "actual Router" but that's a question for another day
ping should also give you a time. Let it run and look if and how much this time fluctuates
hm. ping is also giving request timed out, actually
but from within the game we were seeing 20-30ms ping
A "home router" is a multi function device consisting of a router, a firewall, a switch, a modem, an accesspoint, a server running services like dhcp, NTP, DNS, etc.
An actual router only routes packets between different IP networks.
Check the firewall then. Your running on windows right? Is it set to "private network"?
one of them was not. I just fixed that and ping is still timing out
Only the first or the following too?
Did you disable any active VPN connections? Or exclude local IPs from being routed through it?
all of these are 100% loss yea
I've just gone into VPN settings on each machine and specifically bypassed the local IP of the other, no change
here is my initial question if it helps at all
Both clients are on wireless? Whats the WiFi version?
12-16gb
don't think anyone is very good tbh, indifferentbroccoli may be the one that sucks the least though
Yes you can, and if you have a cable I would suggest trying this next
what other setup do I need to do? the internet was not helpful here
Wifi will always be a bad idea for game servers since they atleast on current generations lack full duplex
Take a cable, connect lan port to lan port.
They should configure themselves with IPs in the 169.254.0.0/16 range.
Find out the wired IP and try to connect.
Firewall may need to be configured/turned off
when you say "Find out the wired IP and try to connect." do you mean try pinging or is there another thing I need to do to connect them?
I mean, ping does recognize it as a valid destination IP but yea it's still timing out
windows doesn't seem to have firewall settings for this connection since it's a non-internet connection
Can you try to ping with the firewall disabled?
I don't see anywhere to disable firewall
Should be in Windows Security > firewall
And I meant "try to connect to the satisfactory server"
ohh
how do I update the server software version?
can't connect right now do to version mismatch and amazingly I cannot find a simple answer online
I did, it has a section on setting up automatic updates, which looks like a lot of work and right now I just want to update it once so I can test it out
oh just run the install script again?
with the parameters yeah
that is a screenshot of the section on installing the server
and its also to update
nowhere does it say that the same command is used to update
and that is not guaranteed to be true
that doesn't guarantee anything either
"update" could mean check that you have the latest repository information
its the same command
thank you for your input
can't find the server, even with firewall disabled on server machine
just about ready to give up, this is ridiculous
note: can't find the server when attempting to connect to the ethernet IP. it's still present on the wireless IP
if you have a old network interface you may need a crossover cable if you do not have a router inbetween
but however on topic I think you should give up, hosting on wifi will be laggy and you have your issue right there, so this would only be to prove that
First, you would need a switch between them, not a router
Second, Crossover cable are so last century.
Well i dont know how old equipment we are talking about
some old equipment still use that
a crossover cable 😭
You have a very weird network (configuration)
But I'm tired and going to bed, will be back tomorrow/later, sry
both of these computers were in fact built this decade
I did wonder if I should mention that the IPs we got began with 169.245 but with third and fourth numbers in the 0-100 range (not 0-16)
would you be able to run satisfactory well on the pc you are hosting on?
if so you could just try running it locally on the same machine with the server
my pc can easily handle running the server and game side by side
to see if there is still issues
babes the point of a server is to play multiplayer. I don't need a server to play on my own
well. If it does not lag locally on the same machine then its your wifi
I'm sorry but it's ridiculous that 100Gbps is not enough wifi for this game
im sure you're getting tired of me saying it but that is my and probably most people heres main suspect of the lags you are experiencing
i setup a server and I play on my own. it's handy to build up resources after building a factory then I can do other things while those resources are gathering
oh. that does make sense
well wifi will never be full-duplex
atleast neither of the newest generations are
to rule out your that your wifi is the issue you can try it locally and see if the problem persists
i go to work, come home and all storage containers are full. great, building another factory, rinse/repeat 🙂
and we can help troubleshoot whatever else the issue may be
You have 100gbps wifi
sry I have 100Gbps internet. idek what the router is but it's pretty new
yea that's high for people who don't play League of Legends on three computers at once constantly
I'm lucky to hit 980 Mbps on my 1.5Gbps cable line 😛
A 100gbps qsfp28 card alone is like 500$
oh wait
I can't even imagine what thay router costs
oh
I was wrong in the other direction
hang on
yea no that's not right
I read your tone as "wow you think that's high?"
I think that's called gigabit ethernet
Unless you have a 2.5gig nic
Or more
very likely limited by some equipment if you only get 980mbps on a 1.5gbps line
well 100Mbps is not very good and hardly the "realistic" speed you will be recieiving
the point is I have a very reasonable internet connection that can handle videogames that aren't satisfactory very easily
i somehow also doubt that is 5GHz on Wifi 6
that's internet speed not intranet
but the problem here is that its 2 wifi connections communicating
why is that the problem
because wifi is not full duplex
they can only send traffic one way at a time
its never been intended to host servers, so its not very good at it
especially not services requiring low and stable latency
it is. my notebook has 2.5 GigE but I don't have an internet connection to support it, nor is my networking equipment
hm
Some day I'm gonna buy an r220 and build a multigigabit router :blob:
ok but then if we could get the direct ethernet connection working it should be more than fine
very likely
you can as mentioned test it on the host machine
just running all locally
to rule out any other potential issues
yes that all works
I don't need to test it again
it's the connection to the other machine that's lagging
i know it exists some power line adapters
that will run your network through your power grid
how well that works i dont know but i guess it will be more stable than wifi
do you use vlans?
yea I've used those before
This whole setup sure sounds like a hoot and a half
the adapters not vlans
aren't vlans for having an internet connection that acts like a lan connection?
more of a security feature
Sub dividing a lan into smaller lans that can be independently firewalled
yup
oh
most people will not be using it at home
but i guess we are not most people here so fair question i guess 😛
lol
I try not to use smart switches
i'm not normal people
I can't be bothered to have 80 different web interfaces
ok well I'm not gonna buy powerline adapters just for this especially since this direct lan port connection should work so if no one has any ideas on how to get that working I'll just wait for Xeet to wake up tomorrow
i missed a lot of the convo. is there no way to run a cable from router to the server pc?
All of this stems from you not being able to play on yoir server without lagging
to be clear I'm talking about severe lag
not like "ohhh it's not perfect wahh I want perfect connection on wi-fi"
cuz you want to use wifi.
Have you checked single core cpu usage on the server
cpu and ram usage are fine, even with server and client running at the same time on host machine
is the server pc using 2.4 or 5Ghz channel?
it's on 5GHz, checked from the router
And you ran a speed test from every machine involved just to be sure
which type of speed test are we talking about?
You could try using cmd to ping the other machine and check for any latency spikes
but that's internet speed, local speeds should be faster
drop it down to 2.4Ghz. 5 is easily influenced by walls and doors
You can use arguments to make the packet sizes bigger too
yea we edited config files that was the first fix I found
5 will offer faster speeds but it's less stable, especially if you force the antennas to use higher power
and ping command for some reason is always timing out, even though the machines can definitely see each other
ping could be blocked by Windows firewall (assuming that's the OS on the server)
interesting. is there a way I can force 2.4GHz connection on this machine without completely separating the networks on the router?
both on Windows, proton Satisfactory crashes for some reason
you can create 2 SSID's. one for 5 and one for 2.4
yea that's what I meant by separating
like if I want to keep the flexibility for other machines connected to the network by having only one SSID
i dont think it is by default though
ahh, hmmm can't recall but checking
If you want to connect directly through cable you can set your ethernet ip to a static ip within the same subnet
Ex 192.168.1.0/24
(Set hostmachone to 1.1 and client to 1.2)
Guess you can use 1.1 as gateway and call it a day
also if you want to force 2.4ghz you can do so in your network adapter settings I believe
yep
we have the same wifi card
I cant even use 6ghz because microsoft refuse to backport support
not that I use wireless regardless
yea, gaming related... hardwire all the way... unless it's a mobile or web browser game
depends where the wireless router is
I don't have AP's that does 6 ghz
I can do wifi 6 on 5 ghz
makes no sense to get faster wifi when i'm limited by my internet speed
nope
vlan is always a lan level thing
it stands for virtual lan
it's all local
"lan through internet" is VPN
16 gb for the server would be enough for 4 people. this is just the server. it should not be doing double duty as a client.
for server hosting, "indifferent broccoli" is < $ 15/mo
There's a lot to unpack with that LAN dedicated server thing that deerdrop has been discussing. I'm a sysadmin/netadmin by day, so most of the hosting and networking stuff is old hat for me.
What I can say, is that the netcode in SF is not shit. I've been using dedicated servers for a while, and the only lag I've seen is when ping times are high, and it's a very strange kind of lag, the game will seem to stutter when moving around and building/destroying things. The framerate is fine, but the actual gameplay kind of hops around a bit.
I'm not sure what kind of "lag" is being seen here and nobody asked to clarify; assuming it's a similar issue, check your tick rate on the server manager screen. By default, it should be 30/s, if it's less, then the dedicated server is CPU starved. It doesn't matter if the CPU is at 5% or something, it matters how fast it can perform the serialized calculations that depend on eachother. A lot of those calculations need to be done in a specific order, so they can't span processors easily.
As for the LAN, update your darn LAN drivers. Especially for the Intel AX2xx series. Intel has had some SERIOUS problems with that series and their drivers. I have seen some VERY strange behavior, that was solved with a simple driver update.
If the tick rate is fine, and your WLAN drivers are up to date, then more information is needed to investigate further.
Tbh its already pretty clear the wlan is the issue as playing locally on the hostmachine and the lag is gone
But yeah ofcourse updating lan drivers may help
I've noticed some odd behavior with dedicated server and the 1.0 release. Although it's possible these problems existed before, but I never had someone else playing.
When MAM research completes : I get kicked, other players don't.
When a purchase is made in the Awesome shop : I get kicked, but other players don't.
For both, it doesn't matter if I'm the one completing the action, or another player on the server.
I did do advanced config this time. Starting at tier 7 and having everything from the shop unlocked from the get go.
It's not a huge deal, just an annoyance. It is the first time I've run the server on Ubuntu though too, usually I've ran it on Debian.
Anyone else seen this issue or have any ideas on it?
Is there an info when the "no subscription error" will be fixed?
Hello,
I just noticed my satisfactory processes priority is from 23 to 30 (nice from 3 to 10), that means it has less priority than any standard process.
Can someone confirm me the priority value you get in top for satisfactory processes ?
first stop should be seeing what the console logs when you get kicked.
debian or ubuntu, doesn't matter
there was more history in that than I was willing to read, but was there any effort made to understand the quality of the network link?
almost any wireless device should be able to inform the user of signal strength, noise. and the user should be able to establish how much packet loss there is
i know
but we did multiple attempts to try and figure it out
none which was carried out properly
Found it. RPCReliableBufferOverflow
Time to shove more RAM to the VM!
oh ok.
how much did you have ?
8GB. top showed 250MB free
ok
Jumped to 12, now showing 3.4GB free, I'm willing to bet that fixes my problem.
if only 250MB free there is chances !
mine have 16GB ram, but satisfactory only using 5.5GB, maybe my map is smaller
Satisfactory shows that it's only using 3.9, it may have been an issue with Ubuntu not properly freeing cached data... don't know.
This VM-Host has another 92ish free GB of memory if I need things to get out of hand. lmao
oh yes I forgot the buffers are not count as free.
I can't say for satisfactory, but even if in theory it should be transparent, I already got issues, so on my personal computer it happens I drop caches, and it solves the memory allocation issues
by the way @tame laurel if you missed my previous post, it could help me if you can confirm the default process priority for satisfactory
Hi, thanks for your detailed response.
That is the type of lag that we're seeing: massive rubberbanding, can't even move. However, it's not a problem on the local machine, so that seems to rule out the tick rate issue. Still, I'll check that value later.
Just went and manually checked for updates to ethernet driver and Wi-Fi driver, and both say they are up to date. Unless LAN driver refers to something else?
Oh, I'll have to check the drivers on the client machine later as well.
I understand your thoughts on the tick rate, and I won't debate you on it. It's a readily available stat on the server manager status page for the server.
For the Intel AX2xx, I always go straight to Intel for those drivers, most OEMs and vendors are behind by quite a lot relative to Intel directly.
Could you recap the scenario - machine specs, networking details, proximity to wifi base stations, problems observed, situations where no problems are observed.
awk '{print $18}' /proc/1251/stat
20
Looks like default is prio 20.
Which if I remember correctly is the lowest priority a process can have.
the server have multiple thread, each of which are at different priority
20 priority is for background threads
anyone got an updated pdf for ubuntu? Mine keeps running into an error
Thank you.
I finally recreated a server, on the same host with the same specs, imported the save, I jumped from 9 to 30 ticks
I suppose there is something that broke the server itself
can you explain, which error at which step ?
I wound up just downloading steam > satisfactory dedicated server > then moved my save from windows to the ubuntu and started it up just fine
nvm that doesn't work ima have to go cmd way
manually doing it works fine
filmy z m4lol4tami za darmo tutaj https://discord.gg/2NXYGFeyCn
I have a 'ghost' player on my shared map which is 'standing' on an iron mine. Now i can't put a miner there because it says there is a player in the way.
anyone know in what file i should search to kill it?
i am running a dedicated server on Ubuntu linux
i read on reddit you should kill the player, problem is.. there is no player visible. 🤷♂️
Ugh how do dedicated servers work with mods?
The mod I have been using updated and now only works if it's installed on the server and I've only ever done client side
After restarting the server, the player showed up—about 40 meters in the air—and I was able to kill it. No clue how it got there, because there is nothing at that height at that spot. Anyway, problem solved. 🙂
i am running at dedicated server on Linux and it runs fine. BUT when we deconstruct foundations and walls they often desync. so the server knows they are gone but the clients dont know, and we then glitch into the floors etc. If we disconnect and rejoin the items are also gone and we can build there again. If i try to sample a glicted foundation it just says Building: N/A
Restarting for me fixes that. Fortunately I have only had it happen once, apparently some people just restart on a schedule to work around it. That's what I gathered anyhow.
Perhaps not ideal but it does generally seem to fix the problem.
My server automatically restarts every 24 hours, pretty sure that's the default.
Speaking of destroying things, anyone know a fix for the invulnerable trees
Hey All! Any suggestions for Satisfactory server hosting providers based out of AU with a Sydney Preference? Max 3 players at this stage
any servers for newer players?
This is more for discussing running dedicated servers, if you're looking for one probably better to try in the #1201555265942724758 channel
I don't know of any who're doing hosting specifically for it, but any VPS with a decently fast CPU will do it, warning it won't be cheap though as you need a decent amount of RAM, a FAST CPU and decent storage.
They work reasonably well. flip the pull down to manage the server and click “check for updates”. The server has to be restarted.
The tutorials maybe assume more knowledge than you have. Do you have a spare computer in the house you are trying to put to use? If you can just spend money to solve the problem a rented server is $13/mo
This might be a really basic question but how do people run their servers? I've been running it from the command line on Linux. Do most people use a UI?
this mod needs to be remived asap crashing dedicated serverNot compatable anymore
I used linuxgsm. One command install, one command restart, one command server update.
You can report this on the mod discord and maybe get feedback, talk to the author, get the mod db corrected
ive moved this to the Q and A section
The mod discord may be better, this specific discord barely has any mod discussion at all
@rocky raptorLGSM automates rolling out the server and a few other things.
Useful for a lot of different games dedicated server..SF included
Hello everyone, can someone help me? I have created a dedicated server on my PC. But I would like to run the server on an older version. what is the correct command to use version 365306?
I could help u wtv u need help w wassup
In my Dedicated MP server does Anyone know why I have to log out and back in anytime i delete buildings? If i dont they dont remove. Server has been restarted w/in 10 minutes
Hey guys, Im getting oddly high ping on a local server. Running on AMP, getting 20-80ms, it seems the connection is not going directly through LAN
Did you ever get anywhere with this problem?
My ping time on LAN dedicated servers is usually 20-30 ms on server grade hardware. That's not significant.
My ping time across my LAN unobstructed is less than 1 ms. The satisfactory server just takes 20ms to process and respond to a ping.
I see, thank you. I was noticing a delay when building so I thought it might be due to that
Keep an eye on your tick rate, if it's not keeping up you have a few options. The default is 30.
I see, so lets say it isnt keeping up -> reduce max tickrate?
That's one solution. I've done that with some of my factorygame servers with success. The simplest way is to simply use faster hardware.
I believe the recommendation is a recent processor running at 3.2Ghz or better, core count is nice but not the most important factor. 8G of RAM is the minimum recommended, 12-16G for larger saves. More if you're dealing with extremely large saves.
Like, you wouldn't want to run it on a Pentium 4 3.2Ghz dual core... It's just too old. The IPC is not nearly as good as even something from the 4th Gen Intel core series, though, I'd argue that's still too old.
The oldest I would say you can go is the 7th Gen Intel core, but that's pushing it.
GHz are king with game servers. There's a lot of serialized calculations so getting many cores at the sacrifice of clock speed is not a good trade.
running on an i5-12500t, 4 cores allocated + 32 GB RAM
That should be plenty fast, as long as the game is not being choked out by the OS or something else happening on that system, it should be fine. I'd watch the process manager of the system (depending on what OS, this could be a number of different programs).... See if there's any significant CPU use by anything else.
If it's a VM, you should also check the host, and other VMs because there can be contention. It creates CPU wait conditions that can artificially make things a lot slower than they should be
Sadly not, but I haven't tried it for quite some time, as we currently don't really have the time for playing. But I guess it probably has something to do with it being an LXC Container. If I need another server at some point, I will try it with a VM and see if it works better.
Cores are generally irrelevant for Satisfactory. Your single core passmark is above 3k, so you should be fine. But do check other potential issues, as @shrewd zinc recommended
What are your server specs?
Hello everyone, can someone help me? I have created a dedicated server on my PC. But I would like to run the server on an older version. what is the correct command to use version 365306?
You can try this
login anonymous
force_install_dir /yourserverlocation
app_update 1690800 -beta experimental validate
download_depot 1690800 1690801 365306
quit
(within steamcmd ofcourse)
and keep in mind when you download it like that the files will probably be stored in your steamcmd folder under app/depot/*
Hi Guys,
I need some help with something regarding my dedicated server. I don’t know why, but the server always requires someone to stay logged in. If no one is logged in, it doesn’t shut down but goes offline, making it impossible to connect to it.
Another thing about this is that if my friend logs in first and I log in afterward, when he logs out, the server goes down. The same happens if I log in first: if I log out, the server crashes.
I’m not sure what else to try. I’ve already tried SteamCMD, the dedicated server through Steam itself, and WindowsGSM (which I’m currently using just to at least be able to restart the server via Discord).
i accidentally put this in #satisfactory but um i post it here
just creenshot cuz imlasy but yea
Or you can try this
https://github.com/asidsx/SatisfactoryPyServerInstaller
Yes you can use DNS and yes you still need a port
thenk you
Having this happen almost every time I try to deconstruct pretty much anything, really is frustrating and no idea of why it happens...
Sampling also just always gives me a Mk1 conveyor belt..?
Never mind, the issue is still there. And i also end up with 100+ ms sometimes, which is also when i notice the issues.
Having a weird issue on a server hosted on a Debian 12 VM: I cant create/load a game. It says the server is preparing a new game... and then suddenly stops and the server status goes from loading game to idle
^ Was a proxmox issue fixed by setting CPU to HOST
Im also using proxmox. I switched to a debian VM (make sure to set CPU to host) and so far the responsiveness is far better, but Ill update at a later time to confirm
anyone know the cause of this issue?
this is the first ive seen this error, and on second attempt at joining, the game crashes
imma try reinstalling
can someone tell me why my server is not showing up? it is configured properly (i think?). it is running on a seperate pc on my network.
this is the last of the console
its all port forwarded
just confused what im doing wrong
it seems i got it working with something else
would anyone like to test and see if they can connect to it?
can i try to connect?
yeah, try 136.37.24.71 on the default port of 7777
"this server appears to be offline"
strange
its getting a connection
from
somewhere in russia?
but anywayws
not really sure what to do
Yes, these are my attempts to connect.
ahhh
that is weird that i am seeing your connection but yet you cant join
It's worth having someone else try to connect.
There may be connection problems on my side.
it is time for me to go to bed but i will check what people can do tomorrow, thank you for the help
You are trying to join through p2p instead of server manager
i have this issue where the server works and i can load in, but after i have loaded in and played, when i leave the server then it appears offline and i have to reboot it for it to show up again, please help
You openned all the ports?
TCP/UDP: 7777
UDP: 15777
UDP: 15000
No I was using server manager
It fixed itself
on that image you atleast used "join game" and not server manager, but glad it worked out
TCP&UDP 7777 is all you need if you go by the default ports
Common windows issue
Gotta wait for it to be fixed or try another OS
If I’m running the dedicated server on Ubuntu Server as a service, do I need to kill the service before shutting the server itself down to ensure a “graceful” shutdown?
Stopping the service is stopping the Server.
Just set the service to send a SIGINT(?) as a signal and the Server will shut down gracefully
Hello, I'm using this pterodactyl egg, and i keep getting this error. What should I do?
egg: https://github.com/pelican-eggs/games-steamcmd/blob/main/satisfactory/egg-pterodactyl-satisfactory.json
error:
Success! App '1690800' fully installed.
'linux32/steamclient.so' -> '/mnt/server/.steam/sdk32/steamclient.so'
'linux64/steamclient.so' -> '/mnt/server/.steam/sdk64/steamclient.so'
SteamCMD failed to install the Satisfactory Dedicated Server!
Try reinstalling the server again.
Reinstalling the server again does not fix this.
startup cmd:
./Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame ?listen -Port=2069 -ServerQueryPort=2070 -BeaconPort=2071 -multihome=0.0.0.0 $(if false; then echo "-DisableSeasonalEvents"; fi)
Looking through the files, theres nothing called UE4Server-Linux-Shipping and I can't seem to install it. However, there is a file called FactoryServer-Linux-Shipping, should I use that?
Apologies. I meant shutting my physical server down. The computer hosting the Satisfactory server.
In other words: can I just run a power off command or do I need to issue a systemctl stop to the Satisfactory service first? Assuming nobody is logged on and playing
Shutdown stops the service, the service stops the Server
please ping with your response :)
using FactoryServer-Linux-Shipping fixed it.
i used the egg off the community egg repository and it worked with no issues
can you link me?
my dms are open
Let me phrase it another way: what happens if I shut the entire computer down via sudo poweroff?
all services and processes should recieve a stop signal by the os if you shut it down gracefully (as long as you dont do any of the force options...)
hey someone now how to get compatibility mods to my server hosted by epic?
im using smm btw
that's not it
one of the first guides that comes up on google shows those 3 ports, but i found out later that you only need tcp/udp 7777
the other 2 are no longer used
Is Satisfactory dedicated server available only as direct IP communication? Is it mandatory to have public IP address? It's simply not possible in many places around the world where multi-layered NAT is used by ISPs to preserve IPv4 range. Is there no possibility to host dedicated server on Steamworks relays?
really only an issue for self hosting. Plenty of hosting services available, as well as peer to peer connections as host/client using steam or EOS network protocols
Well, I planned to use my laptop as a persistent server for friends, but I don't see how I am able to do this (without buying second copy of the game and running full visual game as another player)
Contact your ISP. There are a variety of workarounds. For me, it's a simple matter of leasing a static IP
Leasing static IP is costly and not always available in my country 😦
You don't need to buy a second copy of the game. You can download the dedicated server via SteamCMD in anonymous mode (no account required). If you are having issues hosting locally, you could alternatively you could look into leasing a web server from a provider.
I meant that if I buy second copy of a game I would be able to host it on my laptop over steam relay as player-hosted server. While with dedicated server you cannot do it over steam relay and have to lease public IP or use 3rd party services
You could use IPv6. These are almost always public
Hello. Where i can byu serveur ?
Not in here
where do i find steam server file for sream cmd
Is there a way to clear all the building done on a map and esentially start over but retain all unloacked advancements? using Unraid as my server host
Not that I know of, but you could invite some poeple to greif it for you 😭😁
My friend started a dedicated server for us; how do we turn on /fly for players so they can move around more easily?
While more a question for #satisfactory or #1038092680493801533 i'd do it the other way round.
Create a New game, upload it to SCIM and unlock everything you want
hey i am hosting a server thru the satisfactory egg (pterodactyl)
my problem is I cant set the file that changes how many players there are as it keeps rewriting the data
i guess all i need is the permission code to not let satisfactory write to that file
did you set it using the egg configuration or did you manually change the file, the egg i am using has a spot to set the number of players and that seems to work.
yep
Has anyone loaded on a Proxmox VM successfully?
Anyone here able to help with running a server? I keep getting warnings in the event viewer stating "Ran out of memory." The game is only using 2.8G of 32 on the server. The server typically runs fine other than on occasion, placing an item does not place the actual item. Is anyone aware of a way to increase the amount of memory that the server has access to?
how are you running the server? If you're in a container architecture of some kind, take the limits off
It's running on a dedicated physical machine using the PowershellGSM tool. As far as I can tell in the configuration files, there is no way to set a limit.
Is there anything i can do to increase my server performance? We are two people and have average of 20 tick rate with big ping spikes out of nowhere. It was fine a few months ago on a different save but now its so much worse
Do i just need to accept that my windows v-server with a low single core performance due to server cpu i need to host on a proper server for it
only thing i can think of is decrease network quality
but i wouldnt generally recommend that
@glad nest how do you add mods to a server?
hmm okay thanks
Could also be something wrong with my save game or any server files?
would maybe reinstalling everything be worth it?
unlikely
never modded
probably someone else able to answer better than me
alright
you can however check if your cpu meets recommended rating
oh maybe only having 8GB of ram total might be an issue lol
is it running better on linux or windows?
well im not in the mood for installing it on my linux server right now
so im just gonna keep on playing how it right now and look if i have all the recommded setting of that one steam guide
my t9 save is using 16gb ram alone atleast
[2025.01.12-05.12.56:032][256]LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
[2025.01.12-05.12.56:032][256]LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
Get this when checking if the port is open and it is, but server says offline on Satisfactory.
Using Debian 12
Which port?
how do you "check if port is open" ?
I've posted on there too, this chat not for advertising aswell?
no, only technical difficulties
im tryna connect to a dedi server
and it says this
the other server i have logged works fine
nvm it works now
if you haven't had this answer, the regular mod manager - smm.ficsit.app - managers server installations just fine. You have to get an ssh login to the box, and know where to find the server files
yeah, if you're bare-knuckle on the machine it should use everything available
very good
it's always ''just worked' for me except for the annoying ipv6/v4 problems on launch day
7777
I checked yougetsignal
Yes both were open
I even checked ncat on external device
because ur time is wrong
My time and date on my PC and the server are exactly the same.
reinstall the server while you make sure the time is right then
but what happens if you press confirm?
I can connect myself, one friend can, the other can't
because the server uses a self-signed certificate and windows does not trust the issuer/CA.
This is normal and expected behavior.
If you are sure this is your server just hit accept
The server is running 24/7 (as i host other games on it)
so I doubt it is the time
Yea I accept it, but my friend like connects for a sec, then dc's again
the other one is fine
and I am fine myself as well
oh okay my bad, thought the certificate didnt work for anyone
I thought it could be this certificate could be the issue
I didn't clearly state it Pitched 🙂 It's cool
recommendations on where to source a dedicated server
are you sure there is no connection issue on your friends end?
When we use a non-dedi server, he can connect fine to people
do you see anything in the logs from when he connects/disconnects?
That's the odd thing. I can see him connect <<< person logged in >>>, next sec, <<< person has disconnected >>>
do he have any uncompatible mods by any chance
All mods are compatible, otherwise me and the other friend shouldn't be able to connect either, right?
if he has the exact same list yes
[2025.01.12-20.16.44:959][118]LogNet: NotifyAcceptingConnection accepted from: friend.ip.add.ress:60143
[2025.01.12-20.16.45:291][128]LogNet: NotifyAcceptingConnection accepted from: friend.ip.add.ress:60143
[2025.01.12-20.16.45:622][138]LogNet: NotifyAcceptingConnection accepted from: friend.ip.add.ress:60143
[2025.01.12-20.16.45:953][148]LogNet: NotifyAcceptingConnection accepted from: friend.ip.add.ress:60143
[2025.01.12-20.16.51:051][303]LogCore: Engine exit requested (reason: ConsoleCtrl RequestExit)```
That's what I see in the logs
[2025.01.12-20.16.51:051][303]LogCore: Engine exit requested (reason: ConsoleCtrl RequestExit)
not sure what this is but this doesnt seem good, don't see this at all in my own log
That was me shutting down the server 🙂
ah lol
its a few minutes inbetween, makes sense lol 
think i woulda tried once without mods at all
Yea, they went to bed, so try again tmrw. Thanks anyways
What commands can u run on a dedicated server? Being an admin ofc
indifferent broccoli, is the name of a hosting co
$13/mo i think
is it safe to use my card on?
i've heard of them for at least two years
Is this exception when using a dedicated server a normal occurrence?
Exception was "SIGSEGV: invalid attempt to write memory at address 0x..."
We're using IB and not hosting ourselves. I dig through the crash logs and this SIGSEGV is the reason for every crash it seems. I don't know much about that though, just asking. These crashing are happening way to often lately and I have to manually restart the server.
Heya, I am running a dedicated server and managed to get it working such that I was able to join the game on the same device that it was launched on. I even set the password and created the world: after I closed it, I cannot join it in any device and am hit with this error:
I’ve port forwarded and done all the steps regarding firewall inbound/outbound rules, and it was allowing me to join before. I therefore have no clue what changed such that I cannot join
Do you play and host on Windows?
this happens when the server's clock changes
Can someone try to ping my dedicated server? I am the only one who tried and I dont know if any other person can
If anyone wants to do the job I'd prefer to give my public IP in a dm
Cuz I dont want other ppl who didnt talk at all to see my IP
sure thing mate, DM me the server IP and port and i'll check it... ps the certificate notification is just a reminder that eather: you are unknown to that certificate and or/ the server doesn't have a certificate that aint self-signed.. nothing to take in account for if its just you and some friends playing....
anyway... slide in my DM's (that's what she said) and i'll try troubleshooting with you
Yes, and I am unsure what you mean by server clock changing
hope this was fixed. next time try canyouseeme.org
computers have an opinion what time it is. SSL certificates have a validity period, beginning this time, ending that time. If the server or the client has a wrong idea what time it is, you will get that error
did u find a fix?
Sorry, we have not tried today. Work work work work
Ah, would I need to change my date and time then?
it would be best if it was just the right time. i don't know at what point the server regenerates the certificate. probably on startup
Ah
Has anyone here fixed the issue of "This server appears to be offline" when it is working fine? My friend is connected just fine, I was on earlier but now I just cannot connect and it doesnt even attempt to send a connection request at all
is your server a windows server? there is a problem where it crashes when the last player leaves
@normal meadow ^
{"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""}
It’s not windows and as I said in my message my friend was connected at the time. I got it to work eventually had to restart my game client a million times and wait like 10 minutes for it to decide it will attempt to connect
any one get this in their logs :21
LogSave: Warning: New/Old Root size mismatch!
How to these paid dedicated servers work?
Do you just pay for the server and its up no matter who wants to join? So any of us could jump on at anytime and the game's just running?
thats normally it yeah
just some of them are really bad as they have not updated their hardware according to the new recommended specs ++
since satisfactory has undergone some changes and are quite demanding to run
RIght now I just leave my PC running and have one friend joining. But I'd like to get away from doing that
ait, yeah then renting a server is the best solution
just make sure you do some research before picking
a bad server is going to be a bad experience eventually
thanks!
Anyone know why my local dedicated server doesn't actually restart during a scheduled restart? Running on W11
The logs look normal, but the server never appears active in the server manager
Hello what is the best site for dedicated servers
the one i've heard the least complaint and most recommendations for are atleast indifferentbroccoli
if its the best i dunno
why does this happen?
From your guys' experience, is it better to run a dedicated server on windows server 2022 or on Debian 11/12. I have ran a server before on windows server 2016 but it didn't work that well
linux all the way
what exactly are we looking for?
the shadows are dissapeering
I run mine on Server 22 and it seems to be working great. However, I fear for updates from microsoft breaking it. I'd still go with Linux
im trying to run my server on a windows server 2019 and it seems like the server wont start. this is the log if anyone can help
optimisation.
Anyway, I have an issue: I set up a dedicated server on a linux computer. I can connect to it from my Windows PC just fine if I connect using the local IP address, but if I try to connect to it via my public IP address or if a friend tries to connect, it says "Offline; Server name pending; Not Authenticated".
I'm sure port forwarding is set up correctly to the right local IP for port 7777, for both UDP and TCP.
When a connection attempt is made, the server console displays this:
(IP's redacted.)
this happens for both a local connection to the public IP or a foreign connection to the public IP.
direct connection always fails, and I can play from my windows PC using the local address just fine.
I have tried the mutihome option, that made things worse, so I reverted it.
-DisablePacketRouting also didn't help.
Any help would be appreciated!
Hi all! it's been awhile since I last did anything with my dedicated server, are there still bugs with blueprints etc.?
also... do you guys just leave your dedicated servers open to the internet, or do you do whitelisting/any kind of auth in front of them?
so when on a foreign IP connects, the server at least shows some kind of log? If thats the case then port forwarding must be somewhat correct because data was able to reach your server. 192.168 are LAN ips though so you must be seeing the same for WAN IPs
you can try telnet from inside+outside of your LAN in windows cmd using telnet youriporurl 7777 and you should be getting connected
Hello ! i have an issue with the mod manager, i can't connect to my server. I'm usually using Filezilla to acces the files of my linux server. So i'm 100% sure my logins are good and have access to satisfactory files. But when i'm doing "Manage Servers" to add my server, with SFTP mode, it's loading to infinite without doing anything. With the advanced mode i have this error : "failed to add installation: failed to validate installation: failed to connect to ssh server: ssh: handshake failed: ssh: unable to authenticate, attempted methods [none], no supported methods remain". What could have i missed ?
Without any log of SatisfactoryModManger.log special, just "connecting to sftp" without anything after
yes, the 115. near the bottom is the wan IP.
I don't have much experience with telnet, but the server showed connections from both the LAN computer and my laptop on mobile data.
the telnet command doesn't return anything though, is that normal?
nmap shows all ports as open though, so I at least know that.
My working theory is that something along the way takes issue with the self-signed certificate.
i know nothing about a certificate, does that apply when just connecting to a port on your server?
it worked pretty much out of the box for me on an Ubuntu 24.04 Live Server build. Installed the server through steamcmd, opened the ports on my router and the server was reachable
ok can anyone here help with time out problem, i have tried all day
we both have the same problem and no videos or guides has helped
advertising isn't allowed.
do you have details?
I don't know either.
also false advertising, 90 over 30 is 300%, but it's only 200% faster
hmm, I'm on 22.04. Maybe an upgrade will help?
we get the timed out error, we have checked and the ports are open, we have try to google this all day, we tried everything
did you try increasing the timeout threshold?
yes, we even increased it to 1800 and still nothing
lets check the only port we need to open is 7777?
afaik, mine is only kinda working.
but yes, only 7777 should be open to udp, tcp isn't neccesary.
do both just in case though.
wtf wrong with my server, i rechecked everything again, ports, reinstalled, epic,steam cmd and steam server download thing
what does the server log say?
what part in the log should i look ?
sorry, not the log, the console output.
I'm not looking for anything specific, I just want to know what's happening a little better.
it doesnt give an error,
if it did, then i would know where to look
the output is just blank?
or does it show a connection attempt?
If it does, crank the timeout threshold to something like 1000000 and wait, maybe it'll work afterwards.
to make sure im changing the right one switch one the time out threshold
I updated to 24.04, still no beans.
I installed a dedicated server on my windows machine, still the same problem where I can connect using the local IP but not the WAN IP.
has anyone had issues with spurious power grids in dedicated server
i.e. it seems like grids being connected or not gets out of sync
like the history will be from another grid entirely
or like entering the menu of the switch temporarily makes it act like the switch is on
Running on an azure VM, still no dice.
I should add that the azure vm is on ubuntu 24.04
i got the server to work, i type the command in a bat file and now the server works fine
huh.
I swear SF servers are the least logical thing I've ever seen.
ah well, sorry I couldn't help.
I dunno... I deployed it with LGSM and bingo bango it was online.
what's lgsm?
oh, linux GSM
yep
What were your port forwarding settings?
All of them 🙂
You forwarded every port to the server?
Technically no. There is no port forwarding happening...
The IP is meant to be public facing...
Everything listening is accounted for
Which in this case is... a lot more than just a SF server
I am only assuming that 115.x.x.x is your WAN ip, so what the only "wan" ip you see are your own.
Maybe you are behind CGNAT?
See if your server is listening on canyouseeme.org
the 115... is my friend's.
also canyouseeme.org says success, as does nmap and port.scan
although I guess the latter is just nmap with extra steps.
never seen it work this much, and still dont...
Have you forwarded both UDP & TCP 7777 (if thats the port you are using)?
yup
would recommend trying a docker image to see if that would work any better
wolveixs container is probably the most popular one
I don't know much about docker, but would it help with what seems to be a networking issue?
the ubuntu server works great, just only from LAN clients.
I dont think so but i have never seen an issue like yours either
so i am not sure what to think 😄
Me neither man... me neither... 😔
ibid.
Is it possible that this has something to do with the "This server has is using a self-signed certificate" message I get when connecting for the first time?
nah
Only things i can think of is ur tcp/udp port is not properly forwarded / coming through your firewall(s)
ufw is disabled, and temporarily disabling the router firewall didn't do anything.
not that that's sustainable anyway.
maybe try disabling upnp if that is enabled
still looking for help?
docker is probably going to overcomplicate stuff for you, unless you already have a docker setup on whatever VPS you have (for instance for other games/servers)
ufw status:
Status: active
To Action From
-- ------ ----
7777/tcp ALLOW Anywhere
7777/udp ALLOW Anywhere
OpenSSH ALLOW Anywhere
7777/tcp (v6) ALLOW Anywhere (v6)
7777/udp (v6) ALLOW Anywhere (v6)
OpenSSH (v6) ALLOW Anywhere (v6)
i dont think you need more than that
server command im running:
/home/steam/satisfactory-dedicated-server/FactoryServer.sh --Port=7777 -log -unattended -multihome=0.0.0.0
set up the portforwarding in your router to whatever IP it is in your LAN, and all should be good
is there a command that will restart the server if it crashes?
Run the start script once a minute?
I found out a weird fix for this... anytime I go to this url in my browser: https://<ip>:7777/api/v1 my game decides it will connect. So for anyone else having a server offline issue maybe this will work for you also 🤣
Well that’s weird
Yes please.
Mine's just off.
I'll try that.
@normal meadow @static iris @cold narwhal @glad nest and others, Thank you so much for helping and not being like that one reddit guy who didn't tell how he fixed his problem, God bless you all!
did you get it to work?
Yes.
Should have said that explicitly.
The -multihome=0.0.0.0 fixed it for some reason.
AaaAAh it stopped working out of the blue.
Back to the same problem, connecting through the local IP works, using the public IP doesn't.
It's giving this error:
[2025.01.18-02.48.22:446][ 11]LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest [2025.01.18-02.48.22:446][ 11]LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
There's also [2025.01.18-03.09.41:718][ 0]LogTemp: Error: CliffPillar_03 mesh has no CPU acces, won't work with grass generation [2025.01.18-03.09.41:823][ 0]LogCreature: Error: AFGCreatureSpawner::BeginPlay - Spawner "BP_CreatureSpawner_C_UAID_04421A9713F009A601_1486573054" has no creature class set. [2025.01.18-03.09.41:826][ 0]LogCreature: Error: AFGCreatureSpawner::BeginPlay - Spawner "BP_CreatureSpawner_C_UAID_04421A9713F0FD7E01_1911045757" has no creature class set. [2025.01.18-03.09.41:827][ 0]LogCreature: Error: AFGCreatureSpawner::BeginPlay - Spawner "BP_CreatureSpawner_C_UAID_04421A9713F0FD7E01_1940980759" has no creature class set.
It was a multihome issue!
The server had a wireless dongle in the back I forgot about. While tidying up yesterday evening, I accidentally unplugged it slightly which caused the machine to default to wired connection. While cleaning today after it was working, I restored the connection which caused the problem. Unplugging the dongle fixed the issue.
I will now travel halfway around the world to the good ol' US-of-A specifically so I can shoot this thing.
haha nice
also ignore all the game errors
there are tons and i havent seen any of them while playing the game
i need some help with my server, every time i join and leave it gose down, i have the server running off my PC and as long as i dont play it it runs just fine, a guy on reddit brought me here and said he found a solution, (-multihome="your server local IP" ) this. idk how to put it in or if that's even what i need but i know the person said come to the satisfsactoy discord server for help
Is there any fix to tractors ( i assume vehicles in general) being extremely laggy, not following their routes and also causing disconnects when entering them on dedicated servers?
i have tried googling and i also searched for the issue in this channel and i can only find issues refering to update 8, but nothing about the current situation. So im wondering if there is something wrong on our end, or if it is a general issue right now
@safe bison read a few comments up, i posted my own command that im running. I put together the bits and pieces from an online guide too (even though i am a master computer scientist rly :p)
this one? how do i use it?
this is all new to me
sorry i cant run you through the whole process, you need at least a little knowledge of linux
havent tried anything on a windows server
its an .sh script so it wont work on windows
well i guess my question still stands
look up whatever the windows command is and if it has the multihome option
Hello i was told to come here with my game crashing is there anyone who can help me
Hey.
I'm using wolveix's docker container and for some reason the game's server manager thinks the server is offline.
The last few lines of the log show the listener starting then LogInit: OnPostEngineInit has been broadcasted successfully..
My compose file matches the readme except with the memory limit set to 16, and the volume is a different location.
I've tried stopping and then deleting everything that would be in /config.
Docker ps shows the ports correctly. All of my other services work just fine, but I verified the local ip anyway just because I thought I was being stupid.
Any ideas?
Oh, tcpdump -i enp8s0 port 7777 doesn't show anything at all so maybe it's something wrong with the machine I'm playing on?
yeah, it seems like normal "that trivial thing is slightly different than I expected. Moving on!" kind of error.
Maybe? What's the crash message?
I had the same issue and it was because the machine had two local IPs. Is it connected through ethernet or wifi or both?
Just ethernet.
huh.
you can connect to the server if you plug in the local IP from a computer on the same LAN?
Nope.
oh, so it's not a WAN problem.
please rate your tech-saviness from 1-10 so I can suggest appropriate action.
It was working in beta then I stopped playing for a few months. I just changed the ports now and it's broken haha.
9
good, if you said 10 I would have just told you to figure it out lol.
does nmap say the port is open on the local IP?
lmao. I'm pretty good, it is my job after all, but I would never claim a 10.
yeah, if it's on docker then you're either a professional or out of your depth.
well, I added a ubuntu wsl to run it and it's broken. Brb, getting my laptop haha.
it's charging, but while I am waiting I just killed satisfactory and launched a terraria docker that also uses 7777 and it worked fine.
so I think it's a curse
of the self-inflicted variety.
have you considered just running the linux version instead of the docker or windows one in a wsl?
(and not overcomplicating things, you nerd.)
Oh, the docker is on a linux server, but I'm sitting at my gaming pc which is windows and didn't have nmap
how long does the download take?
also what's the benefit of running a docker instead of running it on bare metal?
Not really any huge benefit. Just small ones like compartmentalizing stuff. Nothing to clean up after I'm done. Easier updating. etc
also, nmap 192.168.1.10 -Pn has confirmed a curse.
only 3000, 8080, 8443, 9090 are open apparently. even though 443 and 80 definitely work. So does 7777 for other games.
did you check udp or just tcp?
from the ubuntu command line, could try seeing if "docker container ls -a" shows the port on the correct docker when its running. mine is showing tcp and udp for port 7777
7777/udp, 0.0.0.0:7777->7777/tcp,
tried from linux machine instead of wsl now that it's charged.
sudo nmap 192.168.1.10 -Pn -sT -sU -p 7777
Starting Nmap 7.80 ( removed link this time, sorry bot) at 2025-01-18 20:27 MST
Nmap scan report for watchtower.local (192.168.1.10)
Host is up.
PORT STATE SERVICE
7777/tcp filtered cbt
7777/udp open|filtered cbt
confirmed that it's a curse?
Udp doesn't matter. it runs on tcp
I'm pretty sure it's the other way around.
i'm 100% sure you need TCP to establish control. i think traffic is on udp. both are needed. i will check now on my network
yeah, that's right.
so you need both, but idk if you need to forward tcp.
nothing useful.
0]LogHttpServerModule: Starting all listeners...
0]LogHttpServerModule: All listeners started
0]LogServer: Display: Generated a new Self-Signed certificate for the Server API (old certificate invalid or expired)
0]LogServer: Warning: ==============================================================
0]LogServer: Warning: Server API is running using a Self-Signed Certificate.
0]LogServer: Warning: To verify the certificate integrity on the Client, make sure the following Fingerprint matches with the Client one:
0]LogServer: Warning: SHA256:2+csGez97yVJsL9unqSMX1uYqpXPLEJU06ME+QFLjhU=
0]LogServer: Warning: ==============================================================
0]LogServer: Display: Binding Server API socket FGServerAPISocket to address 0.0.0.0:7777
0]LogHttpListener: Warning: HttpListener unable to set desired buffer size (524288): Limited to 425984
0]LogHttpListener: Created new HttpListener on 0.0.0.0:7777
0]LogServer: Display: Server API listening on '0.0.0.0:7777' (Standalone)
0]LogGame: MaxNumBackupsaves: 25
0]LogLoad: Loading WwiseSoundEngine module: WwiseSoundEngine
0]LogInit: Display: Game Engine Initialized.
0]LogNetVersion: Set ProjectVersion to ++FactoryGame+rel-main-ficsmas-2024-CL-385279. Version Checksum will be recalculated on next use.
0]LogInit: OnPostEngineInit has been broadcasted successfully.
0]LogInit: Display: Starting Game.
nothing after that?
I'm beginning to believe the curse theory.
curl https:// ip:7777 should produce a cert error.
A lot of stuff, but only this wasn't [0]
[895]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 = 30.07
[684]LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
[684]LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
I get a few of those once in a while, it doesn't cause problems.
I've tried '7777:7777/udp' (and tcp)
I also tried just '7777:7777' with no specification. I tried adding the network as the bridge I use for all my other services including the reverse proxy which I know for sure works.
Please vote
- My server is cursed
- Not cursed
@jolly condor Oh yeah the curse... I forgot to mention before that I also use blood magic to make my server operate reliably.
thi sis some pretty ordinary docker nonsense. it either forwards connections to the container or not. if you're not sure the game is listening right, you can listen with netcat. or just bin it all and be running with linuxgsm in five minutes
@civic lantern That's what I keep saying here. It really couldn't be much easier with LGSM
i've successfully convinced the other kids my son plays with to install zerotier and zt + linuxgsm = everything works
Guess I have no choice. Still weird that it worked fine in beta but now I'm broken
i have no doubt it's weird. don't forget that docker is an employment scheme for "devops" types. it solves fewer problems than it makes
lgsm is great. it doesn't clutter your system. you make a user, you run the two commands, the server starts
when you're done you nuke the user
lgsm is a thin coat of lipstick on steamcmd
just enough to standardize commands like start, stop, console, upate
i use pterodactyl, it has worked well for me, been using it for about a month now
I was planning to use this but then I'd have the same issue probably.
If I didn't, I'd cry.
What is zerotier?
It is an edge vpn. individual devices are authorized to join a virtual network. they all appear on a private address range. the software takes care of opening holes in firewalls or talking to moons that both computers can see. you as admin set the rules for the network, if you care, and let devices in or kick them out. it's free for, I think, 25 machines or fewer.
@tidal frigate ^
When you have the game open on the server try to go to this url in your browser: https://<server-ip>:7777/api/v1
Not sure why but I literally have to do that or it will never let me connect
As soon as that page loads in my browser my game goes oh hey this server is now magically online 🤣
ahh, hamachi but not awful.
I remember the days of being in a crap appartment and having to use udp hole punching. Now I just use cloudflare and make them do everything.
also doesn't work.
pretty sure it's a curse.
work your way out. on the container, see if you can connect to port 7777 on its IP. on the docker host, reach port 7777 on the container ip. then, reach try the host's IP. whichever one doesn't take a connect to port 7777 -- even telnet is fine as a test -- that's the step you need to fix. i can't advise on that, i have been an internet roadie for 2+ decades and i consider docker a career limiting choice, unless you fully commit to making it viable which needs a lot of extra steps
nmap 127.0.0.1 -Pn -sT -sU -p 7777
Starting Nmap 7.92 ( plz) at 2025-01-18 22:38 MST
Nmap scan report for localhost (127.0.0.1)
Host is up (0.000077s latency).
PORT STATE SERVICE
7777/tcp open cbt
7777/udp closed cbt
from the host
so that's concerning
Warning! LinuxGSM dependency checking currently unavailable for Fedora Linux 40 (Server Edition).
that's not good
guh, this is lipstick on a pig. Thank god docker exists... never thought I'd say that. Back when I was a boy we used LXC!
that's not gone well
got everything running
still no.
./sfserver c shows basically the same as I was seeing in docker. Cursed for sure.
ps says it exists.
htop says factory server is a lot.
logs say nothing useful.
show output of docker ps
Question about DS Hoster Services.
Are any known to provide good hardware for large worlds (lategame), so that you still have around ~25 Tickrate? Our Savefile is 30 MB already for example.
keep in mind some world will never be able to run that smooth even on the best hardware
hard truth...
So its just expected that at some point you run into sub 10 Tickrate with occasional crashes?
this is low
but my point is
we can't know for sure unless we can compare what is exactly running in your save
there is always a bias when asking for commercial recommendations
all I know is indifferent brocoli seems to provide reliable hardware
but maybe there is better
also depending on where you live
We do use IB atm. It WAS very good for the beginning. But it seems like we have somehow "outgrown" the Server hardware, with what i just elaborated.
oh, red hat. there's your problem
i agree with cursed now
It's so cheap to just rent an entire box...
I've been trying to get my dedicated server to work, it freezes up trying to generate Northern Forest or Rocky Desert, it is able to generate Grass Fields though, should I just try loading a save I generated on my own?
All one static map.
yeah ik, i mean like starting a save in them
ok uploading a save worked
it also likes telling me that its offline in game after i disconnect even tho the cmd is still running
sorry it's long. Some of my other containers have a ton of ports.
92e5fdb7fef5 wolveix/satisfactory-server:latest "/init.sh" 7 seconds ago Up 6 seconds (health: starting) 7777/udp, 0.0.0.0:7777->7777/tcp, :::7777->7777/tcp satisfactory
from the host: {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""}
Running docker and linuxgsm (on different ports). Both look like they're working fine. Nmap thinks they're open. Game still doesn't want to connect to them. I have no idea why it worked in beta but not now. I think it's just decided to hate me.
Starting Nmap 7.80 ( sorry, bot ) at 2025-01-19 21:26 MST
Nmap scan report for watchtower.local (192.168.1.10)
Host is up.
PORT STATE SERVICE
7777/tcp filtered cbt
7779/tcp filtered vstat
7777/udp open|filtered cbt
7779/udp open|filtered vstat
Yeah that’s what it’s supposed to say. Just loading the url makes my game decide to connect for some reason 🤷
does anyone have experience getting a server to work when your isp doesn't allow port forwarding? I've been running a server in azure because i have free credits so i've been running one on a vm, but those vms aren't meant for single threaded tasks. i tried setting up openvpn between my local machine and the azure vm and the game sees the server, but can't connect.
"sees but can't connect" sounds like a UDP issue
it's not open, it's open or fitered. just connect to it with tcp. netcat ort telnet or curl. or option -sT to nmap.
" Nmap reports the state combinations open|filtered and closed|filtered when it cannot determine which of the two states describe a port "
edge vpn like zerotier. i can talk yoiu through setting it up
also wdym port forwarding and azure-vm? if your VM runs in azure you don't need to port forward on your side. and azure is probably a matter of firewall not forwarding
hello everyone, currently running a docker server and got everything setup and working correctly. Clients can connect fine. The only problem the server has is that the connection lag is very noticeable. Rubber banding trucks and trains. Server has enough RAM and is on 40 % CPU usage. Put the network quality on ultra. And compared connecting locally to connecting externally, doesnt make a difference. Is this currently normal for the docker servers or am I overlooking something like connection speed or bitrate, not sure. Thanks to everyone for all the hard work and help 🙂
how much is "enough" ram?
is it capped? what is the cpu on the machine?
leave network settings where they are
what CPU are you running on?
it has 32GB of RAM. Memory cap is set to 16GB using the docker compile. I can try setting it to 32 see if that helps. CPU is a 4core Intel Celeron J4125. This might be the bottleneck? Although its running on 40% maybe the concurrent threads arent enough?
it is absolutely the bottleneck. 4 cores, max 2.7 ghz. 40% is two of these cores fully busy
ram might help if it's a big save
wow, this was a bad cpu even in 2019 when it came out
yeah I agree thanks, I didnt factor in that the server might not utilize all the threads and depends on single core performance, I need to upgrade 😄 thanks man
unfortunately yes, many games are not multihreaded, SF is to a degree but it's one fat thread and a lot of smaller ones.
welcome. if you're on a bit of a budget you can find some intel 10th gen for cheap, or something like a 5700x3d
or really, $13/mo for a decicated server at indiffierent broccoli is a good deal
its a NAS, I have a beast of a PC to run it on. But decided to try it on a NAS 😄 Wonder if there is even a NAS that can run this or I might need a NUC or miniPC with a good processor
oeh thats actually not a bad idea, indiffierent broccoli. Good deal indeed.
it is, considering this game takes a good portion of a machine, they must have figured out a way to have it run fractional and shut down to free up the hardware when you disconnect.
I don't think all cpu are dedicated too
so it could have 32 thread machine running 24 servers
with main thread pinned to each 24 with high priority
and background on every core with preference for the 8 remaining threads
and still run smooth with 500GB ram machine
now you factor in the inactive server being run on a very high density low performance server
and you can have hundred subscribers on 2 server machines
which will pay the hardware for in 4 years or a bit less basically
I rent a server out of Canada for 14.40/month.
Xeon E5-1620 v2 so it's no powerhouse but it's been fine so far. Then again I've never had more than just me on the SF server
anyone have a server I can try to join? I keep getting encryption token missing when trying to join my friends and am trying to figure out if its his server or me
edge vpn like zerotier. i can talk yoiu
I did sT and sU. I the response from curl is in the message above the net at output. I am starting to think it's something wrong with the PC I'm playing on but have been busy and haven't tried anything since my last message.
@tidal frigate this was from curl?
if so, that's a win because i get that exact error message at https:// 192.168.2.69:7777/api/v1/ on my network
and which IP are you contacting in this case?
i don't know why someone didn't interpret that right.
hey all my server is reporting this. is there a fix????
I think you placed to many foundations
Pretty sure I'm not close to the games limit.
did you die outside the map limit ?
hi guys i'm renting a server out and me and my friend tried using the blueprint maker yesterday and the saved blueprints would not appear, i also can't use console commands , i've never rented out a server before so i'm not sure what i need to do to fix this , could someone help a brother out ? 😦
@civic lantern hi there, thanks again for the help. Currently running the server on an old laptop with an i5 with 3,8hz boost clock, 16GB RAM and Linux Mint for the lower OS footprint. Only 2 people will be playing on the server so thats fine. No lag and everything runs fine. We even loaded an endgame save with all tiers unlocked and massive factories to test it out for late game. 
helloo everyone, any issue with server manager? bcs i have 2 server offline
hi guys i'm renting a server out and me and my friend tried using the blueprint maker yesterday and the saved blueprints would not appear, i also can't use console commands , i've never rented out a server before so i'm not sure what i need to do to fix this , could someone help a brother out ? 😦
The server console is in the server manager menus. Normal console on ~ is only for the client
I haven't measured performance with a dedicated server, but i'm not seeing that kind of performance degradation on any world that i've seen so far (and i loaded a heavily developed lategame one to test)
for example this is 179fps with no framegen, cpu bound (zen4 x3d) and i can't see why the tickrate would be dropping sub 30. Gameplay wasn't noticably different from an empty world.
Oh. I don't know. Is it because of how we build, too many belts in a single chunk or something?
We did manage to get a 7 tick rate 💀
If you have a world that has particular performance problems, make a save at the worst area and send it over 😄
Is it possible to check the tick rate with single player, or is the architecture different then?
I usually host co-op without dedicated server, and it looks to me like it's always doing an "internal server" to calculate the world stuff and treating it as if it's just me connected locally, and possibly others via co-op. I don't see performance change when they drop in or out.
We decided to rent with IB because more often we come on at different times, so we don't have to wait for the one to start their PC and the world
IB support told me were on a i9 9900ks machine.
I would expect that rando rented servers aren't using the best CPU's - right now that would be 9800x3d's, but 7800x3d/7950x3d is fine too
9900ks is way slower like maybe half the performance, maybe less
Don't know much the performance.
also have to remember with a rando rented server they will be using RAM that is in spec, which has a huge performance impact on the game. Being at DDR4-2967 19-19-19 or something and full auto timings on a CPU with very little L3 cache
Satisfactory desperately needs fast memory (DDR5 and OC), and if it doesn't have it, it needs to fall back to a large L3 cache (like the 96MB on recent x3d's - a 9900ks has only 16MB of cache)
I run a server on far far less....
If you have a world that has particular performance problems, make a save at the worst area and send it over
If there is one that gives performance problems, i can check how it runs on standard zen 4 spec | x3d zen 4 spec | standard zen 4 + RAM OC | x3d zen 4 + RAM OC
i have been looking for a world to test
you can, but they will slow down to varying degrees with denser and denser maps
Could do in a couple of hours. What you mean with worst area?
It doesn't take cutting edge hardware to run most servers...
lowest performing area of the map
Yet this one is apparently dropping to 7-10 ticks/sec on a spec 9900ks?
It depends on what you're running, and what hardware.
Well we only play on one world. Can do it later then
Sounds like a bug or glitch to me
Guys, how can I set my server to always run? Like, even when nobody is online. I remember, that i did this for an earlier server, but can't remember how to do it anymore
uncheck the "pause if nobody is connected" option
Tanks, somehow never saw that 😅
The ip of the host machine. 192.168.1.10:777(7|8)/api/v1. Both docker and gsm services were on a different port but I tried both and got the same response.
@tidal frigate okay, so that's good. you should be able to connect your game to that server if the client is also on the same 192.168.1 lan
an additional check could be to send your browser to that address from the client computer
9900ks at spec in a server (e.g. 2666 19-19-19 auto timings RAM), maybe hosting multiple games, won't handle this
it takes over 20GB of RAM just to launch the save and there's 616,000 dynamic objects. There is no CPU on the planet that can run that with comfort, but some cpu's and configurations will fail much harder and earlier than others. For example if a server provider assigns the game server 16GB of RAM that would be fine 99% of the time but it would not run this properly.
I came here expecting to find some bros to join bc I have no friends and instead I find this 😂
Can I join your server
My server has 64GB
The server is actually rented for another purpose and I definitely fall inside the 99%
bruh #1201555265942724758
thats actually way better than i expected, explains why they are the only ones i've ever seen recommended according to benchmarks they should be 50% above the recommended speed for running a satisfactory server
Yeah, no way i though that were getting scammed performance wise by IB. You can see in Aeryn last screenshot up here, what kind of abomination we cooked.
Are "Dynamic Objects" just every place able object or are there things to differentiate?
Where do you monitor the tick rate? Client server browser?
Just went to compare, I thought I'd be a bit on the weak side with my CPU but I slide in just at the i5 they mention.
...with a nice chunk of memory behind it
On our dedicated server i just go the menu with escape and go the the server manager tab. the general info screen shows the average tickrate of the server in the last row
Yeah thats what I mean with clien server browser. Just vondering if you could show it in game as overlay while playing on server.
Would be a nice feature
For me its always 30 in the menu. Running home server on watercooled 13900K @ 6GHz 64GB. Are there any "heavy" savegames available puclically if you would want to stress test it? My own is just 350h solo build, some friends as guests play rarely there.
I mean, you could scroll up and look what Aeryn said about the world i gave her to stress test.
If you want i can send you our clusterfck
Yeah, would be happy to test. Busy with other games so my SF server is idle, and no problem putting other save there for test purposes.
I don't know, but at minimum i would guess that objects like foundations contribute to the memory footprint
for that i just used stuff that is placed in the world and not part of the map, yeah
there's probably a lot more load per tick from stuff like belts than foundations
And we have shitton of Sign and Pillars too. We just have a lot of everything in general I suppose
I've started doing some mitigations like making foundation structures hollow inside 😄
but IDK if that really makes a difference or not. Need large scale benchmarks to see
like one empty map, and a copy with 100,000 foundations sat on it, check fps/tickrate.
then do the same with 1000km of belts, etc.
because the performance impact from 1 foundation or 1 belt is so small that you can't measure it, but half a million times adds up
The impact can even be different on different types of CPU, as they have different compute/memory footprints etc
but generally "more stuff = more slow" is a good assumption
foundations are not active elements since 1.0
Help! I hosted a server, forwarded all 3 ports (both UDP and TCP), and can connect without issues through the server menu. However, when I try to connect via "Join Game > Join Game Directly," I get an "Encryption Token Missing" error. What could be the problem?
Sessian name have nothing
if i got to httpsmydomain:7777 i'l got {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""} what mean is runing fine, i gues
You need to use the Server manager to join
Okay
I did quick run around the save, lots of productions not running but at your iron wire factory bottom left or at near the HUB, lowest tick rate I saw was 28. Server seems happy but my client with 9800X3D & 4090 not so much with the settings I can play my own save 🤣
:)))))))))))))))
We're slowly going through everything. already down 2mb to 29mb save file
Progress.
Nice and silent at the eastern nuclear plant for now
Yeah our guy doing that is lazy.
Hes prepared for waste I see
Just a little :DD
impressive server that it manages 28. funny tho that your client is shitting the bed with it too.
Not much other stuff running, and me alone at the server, this is how CPU usage looks like
Sorry my Windows is Finnish but you get the idea 😄
[2025.01.22-21.46.32:645][564]LogGame: World Serialization (save): 1.761 seconds (game thread) [2025.01.22-21.46.37:100][697]LogGame: Write Backup to Disk and Cleanup time: 0.016 seconds [2025.01.22-21.46.37:125][697]LogGame: Compression: 4.386 seconds (background) [2025.01.22-21.46.37:125][697]LogGame: Write To Disk: 0.016 seconds (background)
My save own save: [2025.01.18-09.36.27:362][ 0]LogWorld: Bringing up level for play took: 9.517316
Your save 2025.01.22-10.43.14:946][896]LogWorld: Bringing up level for play took: 38.626664
Using docker to host the server and Cloudflare as as reverse proxy. In the server manager, I can add the server using my local IP and port just fine, but using sf.mydomain.com with port just results in "server offline". I cannot figure out why. Opening https: //sf.mydomain.com in Chrome does load the whole "errorCode" message.
Check your UDP settings
hi guys i'm renting a server out and me and my friend tried using the blueprint maker yesterday and the saved blueprints would not appear, i've seen bugs similar on forums but this one is different , i feel like it's a server issue but how would i go about fixing this or contacting the server host? could someone help a brother out ? 😦
Could be file permission problem. I think you need to contact the server host yeah.
Hi, I want to play satisfactory on GFN and that works fine. Though, when wanting to connect to a dedicated server I'm not able to. Despite the address and port being open. Anyone have experienced this issue before?
thanks man i'm gonna try and get in contact with them
If you want to upload other peoples blueprints, or ones you made in single player. You will need somekind of access to the servers savegame location anyway. Like FTP or somekind of server hosters web panel.
Can I has access?
Hey idk if someone already did it, but did soembody install a Dedicated server as a docker on CasaOS with playit.gg to forward, if yes can soemone help me? , u can DM me
You mean to my server to see how it runs? Sure DM me.
Hi, can't find much information on modded satisfactory server. server is all set up, works without mods, mods are downloaded through satisfactory mod manager, mod files appear on the server files. But when I start the game and try to join it gives the error that it is missing the mod files. Anyone that can help me with this?
what's the mod discord server link bot command again ?
it's !modding
thank you
hey when i start server.exe i dont find The password it asks for to authenticate to the server (AUTH_PASSWORD) does anyone know why?
Are there anyone whos got a ded server so I can play a lil bit?
Surprised this game has no dedicated server list
There are no public servers. all are privately owned
Millions must die
Most servers become inactive when you reach phase 3. It’d be a waste of resources
Assuming it's possible to set the time back to ficsmas time even on a server?
i hope i can ask this here but im having a issue with my powergrid in my server
anytime i operate a breaker it causes the entire grid to go down
Ya I’ve had that happen to me to
do you know if theres a fix?
did you have a main breaker that could cut power from the power plant to your entire factory?
this message is a lot of words to say "it didn't work". It could be the server isn't running
Could anyone suggest what to do with that. I setted up a new server on windows. And it looks like i am connecting but it keep showing up Failed to Connect to the Server API. I scanned web in search for the solution. And nothing helpful came up. Ports are forwarded. As was explained in wiki port is the same on local and server 7777. Launching with \FactoryServer.exe -log.
Client with no mods and via Steam.
double check you allowed both udp and tcp on that port
I reconfigured firewall deleted rules created by satisfactory and created TCP UDP myself and now new problem came up.
I don’t think so
I changed day on previous on server removed local/factorygame and it worked
system date mismatch 
The day was correct 26 but sertificated was given from 27 who knows why. So setting current day to 25 solved.
is there any fix for the server crashing after a player leaves?
Dont host on windows
many. ask away
is there a list of dedicated servers i can join?
7777 is what terraria uses, and if I start a terraria server it works just fine. My router and firewall rules look fine. I also tried port 7779 which has never been used for anything and it didn't work either. I was going to try 7778 with a different config but hit left one too many times and ended up with 8777 instead.
For some stupid reason 8777 works. 7779 and 8777 both have nothing at all set in my host firewall configs or router or anywhere else, but only the latter lets me connect to the game... I'm distraught.
ok guys i kno this is proba stupid question but... i just got my server going but i wasnt to my move my save single player game to my server how do i do it?
There is an upload button in the server manager. Claim the server and upload the save