#dedicated-servers
1 messages · Page 133 of 1
So yeah im still here sadly, my first server is running perfectly fine but i cant for the love of god figure out why the second server isnt pingable in game. Things I did:
-Setup the server docker as described in the github repo and helped with on external port 7778
-Setup the firewall to pass 7778 through to the server
-Checked if docker binds itself to the port
would you mind doing that as well, you did edit 2-3 images, and i cant delete those for you
maybe you could simply phone call for it
as it's not a new service, simply refresh of current one
but anyway for now, it works, that's what you asked for
I will
thanks. ill keep that in mind
If I'm running the server on my own machine then the server ip is just my default address when checking a site like whatsmyip
correct?
[redacted]
there are still these you could remove for safety, I didnt see any other info
thanks
I mean it can stay like that some weeks, if you will continue using it
but if you plan to completely stop doing so, then yes
alright thank you :3
did it work again ?
would it be possible to host server on raspberry pi 4?
No
No native arm support and emulating would make the already minimal performance even worse
yes, i started the server but forgot to switch firewall to open
and pi4 is not near enough performant to compensate for that 👍
oh, so it works, nice !
also, surprisingly, 6gb ram is somehow working fine for the server
it will grow a lot later in the game
when you will place a lot of machines with your friends, and blueprinting sub systems
16GB should let you safe for some time though
if on windows 16GB will maybe limit super lategame but thats about it
@glad nest thanks for your help earlier mate, i figured out the issue. For whatever reason the container didnt map the ports correctly even though it said so in the webpanel
now I basically warn that it depends on size, The Dunes save is pushing (much more optimized on latest satisfactory version) to ~26GB from server only
i know starting to worry that we did not ask about cpu though
but hopefully all will be well
im having problems updating my server using steam cmd, i get the error failed to install app no subscription
Logn with your actual Steam creds instead of anonymous
is a i5-8300H + 16gb ram enough to host a server for 4 people
CPU is just within recommended so should be enough for a while
Sweet merciful crap
it should be accessible from anonymous
it's probably going to struggle quickly
but should be ok as a starter
No shit it should be, but it isnt for some.. cmon mate
If my i7 2600k and 6gb of ram can host 3 people, I'm sure yours is plenty to add another person
for some ?
anonymous is anonymous
there is no specific account behavior with anonymous
wasn't sure if anyone was encountering the same issue with updating thier dedicated server
it used to work lol
looked over the wiki; its 1690800 validate correct?
There were/still are multiple people reporting that it requires subscription, even in here
oof, i like to run it anonymous since i run it headless, and alll my dedicated servers run anonymous lol
then it's probably temporary from steam
alguem br pra joga em duo ou grupo chama ai
Question (for anyone experienced):
I'm running a dedicated server on my own hardware, with ports tunneled through the router, etc.
So, I have the command window up with the dedicated server running, but also I have my game client up as well with the "Server Manager" section open and minimized (not joining the world itself).
Should I be able to close my game client and leave the server running (in the command prompt window)? Is the game client meant to stay open in this state? Because, when I close the game client, it doesn't seem that anyone can join the server afterwards.
its a common windows issue
but normally you should be able to do it like that yes
Thank you. So to be clear, I need to keep the game client open as well for the dedi server to work (albeit, in the main menu with the server manager options section open and the server started within there)?
Or host the Server on Linux
Gotcha.
Thanks again.
Thought that was a little weird. Might move it over to a Linux box.
Has anyone ever tried virtualizing it in a Linux environment?
Many people in many different ways
lol ok
With success? (I should ask)
Would love to get this minimized on resources.
Successful too yes 🤣
Nice. 🙂
Maybe I've got a spare machine around that run it. Can't imagine it needing much power.
It does require quite some CPU muscle depeding on how far you are
It's a big multi-player world that we've been working on for 3+ years. So, yeah, it might need a bit of muscle.
I have a couple of Mac Minis with M processors around I could spare. Perhaps encapsulate an Ubuntu ARM env within one of them.
Would need a x86-64 emulation layer tho.
Does Rosetta work for VMs?
Otherwise I'll find an old x86 machine somewhere.
You can get it to, yeah. Some conditions apply.
I've just got them laying around for Plex servers, one-off APIs, home automation and the like, which they perform flawlessly for. Hog almost no power.
Rosetta is quite good. If you can get an amd64 VM to run you can give it a shot
Yeah, it's an interesting try. But probably not worth it in the end.
Likely too much overhead and not worth it.
Otherwise a small VM on the windows machine. WSL works too iirc
Yeah. Thanks so much for the input!
wsl have bad performance for some reasons
Also there never have been an extended research about Windows close on admin disconnect issues (at least not that I know here)
it may depend on what address you use to connect to the server locally
and with what server settings
I would recommend using "localhost" literally as address in the game
with -multihome=:: option on the server launch command
that way it does not use a literal address socket
I honestly think the issue with it is tied to something regarding Epic and Steam linkage/integration as the issue popped up after they made changes to that system. I can readily reproduce the issue with my account on any Windows DS instance I have tried if I am the first one to join.
I just tried 'multihome=0.0.0.0', 'multihome=::' and 'multihome=192.168.80.51' (server LAN IP) and they all cause the server to show offline (despite the service still running) in server manager and the UDP listener disappears from get-netudpendpoint
I can replicate on the two bare-metal machines I have on WinServer 2019 and 2022
are there any up to date pterodactyl eggs?
connecting with "localhost" and not local address ?
testing v4/v6 and local/loopback at the same time
(localhost should be ipv6 loopback, while common local address is ipv4 local)
How can I connect to localhost if the server isnt running locally?
is it possible to run the dedicated server and the game on the same pc?
just run it on some beat up old laptop 
dont have a laptop, the pc i originally used as the dedicated server died on me after i tried upgrading the ram
my only options are either run the dedicated server on the same pc, or run it on a vm
ive got a 7500f and 32gb of ram, it shouldnt be too much of an issue
its possible
So you are not using localhost
that was kind of my point
(still a bug, I was just trying to point out where exactly it may shows)
you should at least be able to put the old ram back, maybe you can talk about that in #off-topic-tech
Nope, tried, and thank you for referring to another more accurate channel to talk about it
how long did you by the way wait when you booted with a ram (how do you know its broken?)
Normally pc's will have to do memory training when installing new ram and may very well use a while to boot up
How long would you say it would typically take to memory train 2x8gb ddr3 sticks?
It won't boot into anything, not windows, not bios. The screen is just black with a single no moving non blinking underscore in the top left
i would say it should take less than 10 minutes
i let it sit for nearly 30 minutes with no change
yeah shouldnt take that long
im well aware
update bios, check that matching sticks are in slot 1/3 & 2/4, check that nothing got loosened when adding sticks, else its just broken
i physically cannot update the bios, because i cannot get into the bios
Google the make and model of the laptop , and add post codes at the end
It's not a laptop
It doesn't have a way to display post codes
This is what it was doing, non blinking underscore in the top left corner
read up on the subject of POST codes. Some are audible, most avoid the display panel
It doesn't have a speaker or speaker port
And even if it had a speaker port, I don't have a speaker to connect it
keep reading. Make/model specific may help
not really getting anywhere here, only thing i know is that if it doesnt even work when swapping back ram to the exact same location something must have broken or loosened on the motherboard
try loosening everything and plugging it back in 
Or, static discharge could have bricked it
It has some way of giving info about its Power On Self Test, on the bench, with or without a display attached
I'm not even sure it's going through Post
Because it instantly went to that screen
I pressed power, and it instantly goes to that screen I just showed
please tell me you did swap it with power cord disconnected
Hypothetically, what would happen if I didn't
paperweight?
is it that detrimental to swap ram without unplugging the powersupply first?
not necessarily but it may very well happen
basicly any work on the motherboard should be done without power
good thing i already knew that... (i forgot to unplug the psu)
I'll give a simple example : you put a RAM stick in, but a bit off at first
obviously you are going to put it right seconds laters
no problem in locking it in, you just let it rest partially for convenience, to better grip it for final positioning
case 1, no power:
well it basically done it as expected
case 2, power :
well, that data pin that was resting on the slided memory slot was matching a main power pin and got hammered in the process, it's now dead
it's very simple caution to make sure the whole circuit is electrically at rest while handling partial connections
I'm not saying that's what happened, but it could still
especially in an older computer where dust mix in the statics, and basically can behave as carriers for electric charges
wha? hammered power pin?
no, otherway around, the power pin hammering the data pin
im confused, the pins on the ram slot arent exposed like that
how so? ram pins dont stick out of the top of the ram slot
im incredibly confused on how you got to this conclusion
uhuh? they dont poke out of the plastic bit
you put a corner in, it touch
my point is it's no problem when no power
but is hazardous when powered
so, you think i killed every single ram stick, plus the motherboard, because you think i put the ram in the wrong way, while it was plugged in?
how come there was no reaction then? no spark, no soot, no nothing
no, I was simply giving an example
you touch a nearby condenser and it's even worse
it does not need spark at all
the only condenser i have is the one in my fridge and thats not easily accessable, idk what you're thinking but its clearly farfetched
im sorry did you not see the video where linus tech tips and electro boom executed a bunch of electrical components with 10.000 volts?
in the first 5 minutes they tried killing two differen ram modules and both survived
granted they used 12-20v for those tests, but still
they've tested for esd I'm talking about power
25000 will always jump to ground
anyways, it doesnt matter anymore, the pc's dead, im running the server off of my own pc instead temporarily, so no need to point fingers anymore and come up with farfetched ideas that paint me in an incredibly bad light
for reference https://youtu.be/4SjOv_szzVM?t=494
they got it backward basically, as soon as they connected actually elsewhere it killed it first time
so you still think i killed every single ram module
no, I just explained my point
it doesnt matter
Be glad it was a $100 RAM stick, not a $1000 GPU
100 dollars? the ram sticks i bought were like 18 bucks, or 200DKK in my currency
but its still annoying
id be concerned if ddr3 costed 100 dollars for a single 2gb/8gb stick
and i dont own a 1000 dollar gpu, hell my entire setup doesnt even hit 1000 dollars
anyway, imo, power off hardware for half a minute before handling it is much more important of an advice than whatever magic anti static trinket
im aware, i was just excited to upgrade and forgot
Hi, which host is better for Satisfactory? Nitrado or Gportal?
havent tried any of them, but Gportal seems to be ever so slightly cheaper
by like, a couple cents
this is choose your poison
Would never touch nitrado with a 10m stick even cant recall a single server from them that has run well with the amount of players they set it to
@uncut rampart
I think you killed the motherboard or CPU by shorting across pins in the ram slot while inserting the ram. If the computer was only recently “powered off” there is still plenty of power floating around in capacitors to do this.
Broccoli
Hello fellow pioneers!
Curious what the state of the dedicated servers are - do we have a container to run a server yet?
There are many. It’s has been dockerized. People also use pineapples or whatever.l they are called
I don’t container though. Linuxgsm works well enough
I have a k8s cluster here at the house I'd love to toss a server in.
That's awesome news. Where is the best entrypoint for dedicated server docs these days?
Ya broccoli is great, AND its not Nitrado. So two thumbs up from me 👍👍
If you want to expose this outside your network I hope you know what you’re doing
I am running a k8s cluster in my house. I hope so! 🤣
But yeah, good looking out. Super valid warning
Im a devops/platform engineer by day the last decade. If I do expose it to others, I'll be sure move it to an isolated vlan or something
I should put it in my IoT network tbh.
Either, whatever. You’ve got a fake docker network on a machine behind a nat, in the simplest case. You wouldn’t be surprised how many people find this insurmountable. I tell them to use ZeroTier for friend area networking
@dim chasm How come you’ve replaced the previous community manager?
Belated response, but the easier way to do it is running the dedi server through steamcmd with anonymous login. You still need to connect via the internet IP or the listening port will close when you leave the game, however.
Assuming you can even get people to connect to it over the internet. I've had a hell of a time with both Satisfactory and more recently an Ark Evolved dedi trying to get people to connect. Half the time you can't see it on the server list, the other half the connection times out while loading anyways.
Are you going to be running it on Windows or Linux host? Bc if you find a way to get it working properly, maybe I can pick your brain bc I have my fiber modem set to passthrough with the firewall and any filtering off, ports forwarded in the router, firewall rules set in windows, listening argument set on server launch etc. and it either doesn't show up on the server list half the time, or when they can see it they just timeout trying to connect.
I'm able to connect via LAN though
Solid advice!
Because he's good at it? Plenty of YouTube content explaining the shift.
I presume, having not lookied into this at all because im still working, that if its in a container, they managed to get it running on linux. So I intend to just run it in a k8s cluster on a dedicated node.
k8s is what? Kubernetes?
I've got a 13900K, so quite a few cores to spare, but I've only really used Hyper-V and just a small dabbling into WSL2 and docker. I do prefer docker bc WSL2 is such a RAM hog
Oh yeah i woudlnt run a server from there.
I hear Kubernetes is ...complicated. But I suppose if you're used to using it at work it's not an issue.
I shouldnt be fielding any quesitions about running this yet - i havent done it yet.
Yeah - its a beast, but a useful one once wrangled.
I bought a Haswell-era Xeon 3 years ago and never got it running for homelab 🤣
For home use its overkill - i just like having a home "lab"
I'm now thinking of just getting it up and running to donate it to a local middle or HS
So their compscience classes could toy around with docker and splunk or something
Because the extra cores on my desktop are enough for whatever I dabble in currently, and I'll probably upgrade my main desktop to like a 10800X3D in 1-2 years and I'll make the 13900K my dedicated homelab then.
I must have lucked out bc I've never had any stability issues with it, so I'm part of the good 50% of the 13900K chips lol
It's easy on k8s: https://github.com/samip5/k8s-cluster/blob/main/k8s/nebula/apps/games/satisfactory/app/hr.yaml
Getting started with Kubernetes: https://github.com/onedr0p/cluster-template/
this is really weirdly phrased
they said wsl2 is filling a lot of RAM
then you talk about L3 which is a cache and memory in general which is not untrue but out of the original argument
and then talk about cores and sharing
like wth is your point
I have 32gb RAM on the system, so it's not a big issue, but unless you tweak it, WSL2 is configed to take up half of all system memory (so 16) and it doesn't garbage collect, so it quickly fills up that 16gb even if you set it to start with 2 or 4 etc.
anyone know how to restart a dedicated server from the console without needing to touch my server pc?
if you have set up the server as a service i guess using the console and doing quit/stop/exit should do the trick. if you have not st it up as a system service that will probably just stop the server and not restart. - the nleaving the only choise to either wait for the restart interval or logging in to your server with RDP / SSH or whatever you may use as you have not really given us much information about your setup
dafuq
Yep. It's been an issue with it for years and MS doesn't feel like fixing it.
I'll set it to start with 2gb and dynamically expand as necessary. Run a single small docker container and after like an hour it will be sucking up 16gb
So you end up having to do napkin math on how much you really think you need for your containers and changing the WSL2 config to those constraints
is it like a memory leak thing or is there a reason for that
how often would you recommend a restart then?
🤷♀️
I honestly don't use it often enough to be able to comment on that. All I could do for you would be to Google, and I'm sure you're capable of the same searches I would do 
Hey I have a dumbass question. Whenever you rent a dedicated server space, is it only one game per server? Like could you rent a server with a group but play separate games? Fairly new to any dedicated server space, but I think it'd be helpful because my older PC sometimes is pushing limits playing this game, lol
Like, in other words, are there groups that allow you to rent a space on their server together to lessen costs? I don't think I could afford the $15/month by myself but if a shared space would be nice.
One active game per server instance yes
Generally speaking, if you're renting a server from one of the "dedicated Dedicated gaming Server" companies, it's for that one game, yes. But if you were to do something like have an AWS account, you could setup a number of VMs and spin them up and down at will, using the same server resources AFAIK.
Ah okay. So set up like a Docker container situation or something?
But of course, that would require you having a bit of knowledge on dealing with VMs or docker, etc.
This is going to sound strange but I do have some Docker knowledge. I just suck ass at networking lol
Yepyep, because (someone correct me if I'm wrong) I'm fairly certain you basically rent a certain amount of resources, and offline VMs don't really count beyond the storage space you're using
makes total sense, thanks! 🙂
There may even be VM configs or something out there people share for various game dedicated servers since AWS is a big ecosystem
Because I know for AWS, they have what amounts to a dropdown menu for deploying a whole range of different types of VMs
Active Directory, Tenable, Splunk, Datadog, etc.
Awesome, thanks for the great tips! I'll give it look at, thanks 🙂
From a business POV, it's one of the nice benefits of going with AWS over on-prem, even if it can be quite expensive: You can run a bunch of compliance tools against your environment and it will tell you what is passing and what fails and in many cases why it failed and what you can do to bring it into compliance, etc.
yeah that's very true. I have some experience with GCP and it's the same thing. You get a lot of robust tools to work with to monitor
So you can claw back a good chunk of the cost in not needing to spend a bunch of billable hours trying to setup and maintain compliance tools yourself.
I still prefer on-prem bc it's a lot more responsive (unless your env is a total dumpster fire), but I can see the benefits of AWS if you go through the training to be proficient with it.
I've never used GCP before, but done a little bit of Azure and my coworker handles the AWS stuff so I've only seen it in passing so far. I mostly use homelab for learning and have to reroll my VMs when I forget to put the passwords into a pw manager and forget them after a few months /s
Very insightful, I appreciate all of the knowledge! I'll have to look and see what's going on. It might also just be easier to update my graphics card and/or cooling system lol. I never thought about containers, might be a smart idea. I know from my experience with GCP though is that it can get very costly very quickly if you're not careful
Indeed. You'd have to spec out the VM resources and do the math on how many hours a month you planned to play. Shared resources are far cheaper than dedicated ones, of course. So as long as it's not more expensive than renting from a dedi provider, it should be fine. I can't comment on providers beyond hearing Nitrado is shit lol
What is the latest info on -multihome for Linux? (Running LGSM) Tried -MultiHome -multihome with 0.0.0.0, local ip and =:: server still crashes when creating a new game
Hey, I have a Linux Server with 16gb ram hosted at strato and installed AMP (Application Management Panel) on it and created my Satisfactory Server with that. I got the Server up and running and tried to "create a game" with it, which resulted in the server crashing. I could fix this by creating a game in single player and uploading it on the server. I then played with some friends for like 6 hours on it without any problems. But if I try to connect now, my whole Linux Server crashes, when the Satisfactoy Server tries to start up. Any advice what I can do to fix this?
how do you delete a player from a dedicated server? we have 1 player that any time they join it instantly crashes the server. there were fine but logged out when they were dead and now when they try to join it just crashes the entire server. is there a way to just delete their player data and start fresh?
multihome have almost nothing to do with the game crashing
first of all thing check you have enough ram
are they fully dead ?
like death crate etc
From what I have been able to read on this Discord and other places on the web it seems like the multihome variable is the most likely culprit aka the networkstack in the dedicated linux server stack. The server is a vm with its own kernel, currently at 32GB RAM, I could of course assign it more but I doubt that your tip of “checking out the ram” is the right way forward
yes
it always is the right way
it's as I said a "first" step
checking ram use is 3 second inspection
you already checked ? : nice then
that simply mean you already passed the first step
not that the step is irrelevant or something
a nickname does not tell experience
you asked about crash at loading time
I hinted to check ram use as a first step
not everyone knows that ram use is very likely the culprit with this server
so I hint that
now you provisioned it correctly ? well nice to you
you can go forward from that
Also you said "when creating a new game" you're already connected to the server at that point
the multihome already took effect
yet you're not crashed yet
That is true! I can connect to the server and interact with it, change password/settings etc but when i "create a game" I can see in the server console that the crash procedure starts at the same time i click the button in the game client.
does it says anything specific ?
do you use mods ?
maybe the server game files are corrupt ?
you could perform a validation check from your installer
(updating command with "validate" for steamcmd, or gui menu "verify game files" in either steam or epic)
Hello i was trying to install via steamcmda dedicated server creating a new text file, and people say to paste this
.\steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta public validate +quit
And this install the latest version but i want to try the 1.0.1.3
And the build is 384038
But what i have to change in that command ?
.\steamcmd.exe +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +app_update 1690800 -beta experimental validate +quit
wrong one
i need the server version 384038
i think i need the manifest id but i can't find it
my bad... Thought that version was the experimental build, try this one
.\steamcmd +force_install_dir C:\GameServers\SatisfactoryServer +login anonymous +download_depot 1690800 1690801 384038 +quit
No mods, clean install with LGSM ```Signal 6 caught.
Malloc Size=262146 LargeMemoryPoolOffset=262162
CommonUnixCrashHandler: Signal=6
[2025.02.10-15.50.53:849][385]LogCore: === Critical error: ===
Unhandled Exception: SIGABRT: abort() called
[2025.02.10-15.50.53:849][385]LogCore: Fatal error!```
Does anyone recognize this?
wait a second, so what's the app id, depod id and manifest id:
i think
App id: 1690800
Depot id: 1690801
Manifest id: 384038
But i think im wrong right ?
you didnt share the information, there is only the info that it shuts down
"signal caught", one need to see what was happening right before that
experimental or public is not version, but branch, currently they are on same version basically
[2025.02.10-16.24.06:550][978]LogWorldPartition: UWorldPartition::Initialize : World = Persistent_Level, World Type = Game, IsMainWorldPartition = 1, Location = V(0), Rotation = R(0), IsEdi
tor = 0, IsGame = 0, IsPIEWorldTravel = 0, IsCooking = 0
[2025.02.10-16.24.06:550][978]LogWorldPartition: UWorldPartition::Initialize Context : World NetMode = Dedicated Server, IsServer = 1, IsDedicatedServer = 1, IsServerStreamingEnabled = 0, I
sServerStreamingOutEnabled = 0, IsUsingMakingVisibleTransaction = 0, IsUsingMakingInvisibleTransaction = 0
[2025.02.10-16.24.06:550][978]LogContentBundle: [Persistent_Level(Dedicated Server)] Creating new contrainer.
[2025.02.10-16.24.06:552][978]LogWorldPartition: Display: WorldPartition initialize took 2 ms
[2025.02.10-16.24.06:781][978]LogLoad: Game class is 'BP_GameMode_C'
[2025.02.10-16.24.06:787][978]LogReplicationGraph: Display: SetActorDiscoveryBudget set to 20 kBps (5333 bits per network tick).
[2025.02.10-16.24.06:787][978]LogNetCore: DDoS detection status: detection enabled: 0 analytics enabled: 0
[2025.02.10-16.24.06:787][978]LogNet: Created socket for bind address: 0.0.0.0:0
[2025.02.10-16.24.06:787][978]PacketHandlerLog: Loaded PacketHandler component: DTLSHandlerComponent ()
[2025.02.10-16.24.06:787][978]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2025.02.10-16.24.06:787][978]PacketHandlerLog: Loaded PacketHandler component: FactoryDedicatedServer.DSQueryHandlerComponentFactory (DSQueryHandlerComponent)
[2025.02.10-16.24.06:787][978]LogNet: GameNetDriver FGDSIpNetDriver_2147482186 IpNetDriver listening on port 0
that is just before it ? you didnt include the "signal caught"
Yes is whats directly above Signal 6
I guess its just Unreal and EOS being dogshit in this game aswell, I sense a lot of trial and error to get this to work
what are your port settings ?
do you set ports in commandline ?
sounds like you wrote -Port=0 or something
IpNetDriver listening on port 0 is completely bogus
./FactoryServer-Linux-Shipping FactoryGame -MultiHome=0.0.0.0 -Port=7777 -ServerQueryPort=15777 -BeaconPort=15000 -log
remove all the beacon and query port arguments
these are bogus
also it's -multihome=0.0.0.0 not -MultiHome=0.0.0.0 case is important
did you use the official wiki ?
if yes, you likely used the old deprecated one
Yes on Linux it's usually case sensitive with CamelCase and yes I've tried both
the current official one is https://satisfactory.wiki.gg/
So beacon and query is not needed?
it's more than not needed, it's bogus starting at 1.0 (official release of the game)
./FactoryServer-Linux-Shipping FactoryGame also I dont understand this
it sounds like you are not using the correct location to add the arguments, you should not edit the server files themselves
(they will also likely get overriden on updates)
it's likely you use a mix of old configuration with new files which does not play nicely
and so is a nightmare to fix
if you are using an old setup, I would recommend restarting on a fresh install, on simply copy the bits you want to keep (like savefiles and blueprints)
the dedicated server pre release to after release updates as been a bit broken too
It is a fresh install with LGSM, I can throw it out and have new one up in 10 seconds.. (I've done that a couple of times already)
most people simply started fresh
then I dont understand why you have old settings in there
maybe LGSM is not up to date, but that would be weird too
Is SF using EOS or Steam for multiplayer backend?
For dedicated Server none. Direct IP
It seems like LGSM is not up-to-date... I looked for the ports with netstat and you are correct that it's only 7777 listening
Ok, even weirder
sounds about right
my head hurts reading that-
Lgsm generally is. File a bug with what’s wrong g
how do you delete a player from a dedicated server? we have 1 player that any time they join it instantly crashes the server. there were fine but logged out when they were dead and now when they try to join it just crashes the entire server. is there a way to just delete their player data and start fresh?
how do my friends join my dedicated server?
<@&1077298315558920285> That section needs to be edited with correct info
SCIM
Wiki being a wiki means anyone can correct out of date information
ya dont say
Hey there... Does the server run single or mult core? Getting really shitty Performance...
Primary single with some multi
Okay... Then my world may be fucked up....
there is locked pages
why?
Because my world is really lagging and i got an AMD epyc server
your own or rented?
Rented...
then the performance issues can be caused by resource contention with all the other VMs/Containers on the host
Oh okay... But thats a host problem?
yes
and just because its an "EPYC" does not mean its good. can be an older one or clock limited
okay.... thank you ^⁺
yeah some pages are locked but there's also the thing of not allowing anonymous edits in most cases.
Hey, i am having trouble setting up a dedicated server. I read the old and new wiki, but my autism just makes it really confusing. Im setting it up via epic games, can someone help?
The EGS ver should be easy, same as Steam GUI on the wiki. You will need to configure your router (HW specific) to allow inbound traffic (port forwarding)
one thing id seriously recommend, is contacting your internet provider, see if they have any kind of unchangable firewall that doesnt let any traffic to your pc. if they do, see if you can get a static ip from them, if not, then you're fine just using your own public ip
dont worry i just bought a server instead
ah.
nevermind
i suppose some just have the money for that
wouldve loved to help you set up a server on your own pc tho, its what i do (after my dedicated server pc died)
If it involves port forwarding I wouldn’t have been able to do it. But either way I’ll shoot you a DM if I ever need help setting up a new server, 14 bucks only lasts about 2-3 weeks.
if your router blocks port-forwarding, you can use an overlay network (e.g. Tailscale, or with a bit of work Docker) to make the ports "look" forwarded without being publicly accessible
(some routers provide no port-forwarding menu but have UPnP work fine; in that case you can use miniupnpc on Linux / whatever the Windows equivalent is)
is 10gb of ram on apex hosting enough, i plan on i have 2 players( me and a friend maybe also my brother but i dought that) and playing long term and huge mega factories and power plant
My factory passed 20GB of ram usage before i started a new save so not for super lategame id say
server or pc?
its a server yes
what provider is this lol
that was some insane pricing
you can rent a dedicated server for cheaper
you can have baremetal for that price wth
is it possible to transfer server locations from one pc to another?
also, is there a reason why i cant seem to connect to a dedicated server hosted from my new laptop? i redid everything from the wiki, and it still wont show up
Wdym Server location?
Check ip, firewall, etc.
checked, checked,
like, from my main pc to my laptop
do i just download the epic games tool and transfer the save or
Ah, yeah. You can just download the server and transfer the savefile
alright cool, thing is, the static ip i have is still bound to my previous server, how do i unbind it
or i think its bound to it
because i can connect to it via the private ip, but not the public ip, because if i use the public ip, the server i have on my desktop shows up
Depends on where you set the static IP
on my ISP's website
Just adjust the port-forwarding then
ive already done that, do i need to restart my router for it to apply or something?
Depends on the router. If it didn't apply without try it
its an Asus router, AX1800
you could even transfer server config file (in same directory as saves)
did you disable other rules before changing/adding new ones ?
both rules cant exist at same time as they are contradicting
(one port can only ever be forwarded to one machine)
usually you simply change the forward rules to target a different machine
on your laptop you can still troubleshoot by running the listening port check powershell commands
so double chek the server is listening and on the correct ports
Anyone wanna join me play together from the beginning? I'm interested to install some dedicated server on my VPS, don't know to play with who thought...
Hello,
I wan't to host an Server for 4 friends. Is this enough?
cpu is bare enough (aim for 4 for comfort)
ram is very limited once you'll build more in the game
though you can start with 2cpu 6GB
if running in linux
okay, can i route both ports to two different ips? one for when my laptop is plugged in, and one for when my laptop is unplugged from the ethernet?
do i have to unclaim a server to bind it to a different pc? im kinda confused on why my server wont be recognized as open on my laptop
or how do i go about doing this
nvm i figured it out
twas my dumbass router needing to be restarted after every port forwarding rule
i have two now, one for when my laptop is plugged into ethernet, and one for when its on wifi
oh, because you kept switching? then ok
yea because your router only really know the interface of your computer, and ethernet and wifi dont have same signature
make sure only a single rule is enabled at a time, because same port can't have multiple rules
that's the only thing that always rules
as long as server is on same port and in same pc it keep its configuration
(if you change pc, you can copy the config to the new pc though)
you could set a static ip on your computer though
sorry i had apparently not loaded all new messages
How do I do that? Last time I tried I couldn't get internet to it after I did it
Also, anyone know what this means in the logs?
literally it means the server is receiving too old player movements
practically I have no idea how it's triggered
i exploded 5 bombs at one time on some breakable rocks and it began lagging like crazy
all good, i somewhat figured it out
Nitrado just charged me $5 for a server I cancelled, and it will only accept refunds on 30 day or more purchases. I don’t recommend using them but I do recommend using Indifferent Broccoli because the servers are faster, have more RAM, and are cheaper.
ihad similar issues recently
Go into Windows network adapter settings, choose the adaptter, open properties, change IPv4 settings to manual, enter the static IP, gateway and DNS (last two are probably your router), repeat for IPv6 if necessary
can dedicated servers handle mega bases in the endgame since 1.0 or is it still not playable?
Thx
in my experience the clients struggle more in the endgame...
When my save file started growing past 25MB the server started crashing 1-2 times daily but that was probably the only issue serverside...
Clients on the other hand could barely walk around the mega factories (dropping to 1-20 fps)
Personally I think my pc should handle it as its a i9-14900k & 7900xt so I think maybe its sort of limited by the engine 
ok thanks
check your network settings then
default satisfactory network settings are still undersized
1-20fps is probably drops
Did totally forget about network changes after i reinstalled so did not even consider that...
Also did not consider a correlation between server settings and client fps drops 
Maybe it woulda been playable then
I mean dont expect miracles but 1-5 fps is definetely server/connection induced with such a config
it was anytime I moved inside the mega factories the fps dropped, when i were standing still it worked sort of fine so i guess it makes sense
I just decided to use the server i have been paying for, but not using, for like the last year(s). It keeps starting in Tier 2 .. i did fiddle with the Advanced settings - but thought id backed out without making any changes .. and then started a 2nd game - without going into Advanced and it still started in Tier 2 .. and states Single Player ( didnt see an option for multi). i tried to google the issue .. i see others mentioning it but no solution.. Is this by design ?
it must be ...
Hi, is does the the game resolve TLDs assigned to the server?
I'm planning on hosting a server locally but with a readable URL which will be directed via cloudflare tunnel.
thanks in advance
anyone else running SF server in docker and getting Unhandled Exception: SIGFPE: floating-point exception?
Hi guys! So i installed the server via steamcmd on my own dedicated server in my house xd system is LINUX btw 🙂
I got it working. and friends can join etc.
But I wanted to use the HTTPS API to acces the player count. because I have a node script running on my server that monitors games and checks if the player count is higher than 0. and suspends if certain critera is being met.
Everytime I try to locally access the API. I get this error.
data: {
errorCode: 'errors.com.epicgames.httpserver.route_handler_not_found',
errorMessage: ''
}
this is the URL i used
https://localhost:7777/api/v1/queryServerState
Is there something im doing wrong at this point? some config I needed to enable?
Experimental Version Will Use TWO TCP Ports - Players will have to use 7777 TCP Port in addition to other ports. See Multiplayer Network Configuration (Wiki Link) for more information.
So am I crazy, or does this mean that Experimental will hard require the 7777 port?
https://www.youtube.com/watch?v=Z3UtGdftZbc&t=415s
If so, no host will be able to offer this 😅 Pretty rare hosters provide a specific IP:Port for anything but MC dedicated IPs 😭
https://questions.satisfactorygame.com/post/67af835d2ebda70922e90799 we wait and see 🤷♂️ if need be we test on release day xD
Nevermind. I finally figured it out. Thanks for those who might've read it and considered an option 🙂
Yes, you can use an DNS-domain to connect to a Server.
It is actually the only working way to connect via IPv6 atm
Nice. Thanks!!
What to do now 🤔 (i didn't start on nuclear stuff)
I have both ports 7777 open in my firewall in both Inbound and outbound connections, I have my router port forwarded and for some reason I can't connect locally or over the internet. I am hosting through steam dedicated server
Hey, i have made a dedicated server via pterodactyl and host it myself on an old pc of mine. Now i cant access the server (Pterodactyl is running the server fine, but in the Satisfavtory server manager the server is offline and witing for a name), does anyone have an idea how to fix that? For your information i use cloudflare as a tunneling service but currently only my panel access and the node access run through that, for this case it would be interesting to know if i can run the dedicated server through the tunnel, so that i dont have to give out my ip adress, so that my friends can join?
holy shit thats alot of power
i mean im new
so
its alot for me
From the Wiki
https://i.imgur.com/mI9NtxL.jpeg
Got my 2nd server up and running in Proxmox LXC using Ubuntu template with Some difficulty. But now it runs like a champ! in the server manager I was able to download my save game from my first server and upload it to the new server WOW!!!! The only issue I have with it it did not include the Blueprints with the saved game.... Is there a way you can implement this behavior incase I have to migrate a saved game to a new server?
If i could but im not smart enough yet, setup a sftp to the directory and just upload the blueprints LOL. But im just a noob with Linux and Proxmox and containers.
I mean, if you have ssh access you can always use scp to copy files
Containers make the easy part, launching the server, easy and make the other easy part, networking, hard
“I’m running this in a container” 👉 I have no idea how to help
I have been running my dedicated server off my main rig for a while and now I have a second, dedicated rig for the server. Now, when I try to connect to the server that is being run by the dedicated pc, it says server offline. I have installed everything to the dedicated sever, configured the ports, enabled port forwarding and more. Still cannot get the server up and running. Any thoughts?
what ip do you use to connect?
I recently withdrew $1200 from play2win, used promo code easy300 and received $300
https://play2win.money/auth/register?promo=easy300
Hello
Maybe someone can help me. I got a dedicated servers on my computer but when i'm disconect on it the serveurr crash. Do you know why? I see some problem when you got game and serveur onb the same computer but i don't have another computer
known problem when hosting on windows. try some kind of linux VM
it does that every time the host leaves the game server....just restart the server but don't join
The only way to avoid that is to connect via internet. It happens when you connect via the LAN ip when running the server on the same box
goto server manager and add a new server with the new address VOLA. dont forget to check the server settings also in server manager they may change.
Thanks! It randomly started working 🤷🏻♂️
cool beans
hi hi. I'm here because I had the bright idea that connecting through a dedicated server might take some load off my computer and stop my play partner being jelly launched out of the game
But I've never done anything like that before and have no idea what I'm looking at
hello i need help with my server
i followed a usefull reddit post when setting it up but now when i try to connect it keeps saying encryption token missing
wich one are you useing?
same one as me nice
I'm confused about the port forwarding and if I really need it
are yall useing the same wifi/ethernet?
no
then youll need it
understood
i can help witht the port forwarding but idk how to get the server to actually let u join
cuz thats where im stuck
ah, I think I'll need to run the port forwarding by the man who pays the bills
valid
who will have even less of an idea what it is than I do
good luck with your encryption token
if u need help lmk
also i think i just figured it out
if u run into the same issue lmk
I try but I got same problem With local or public IP
you are not connecting through the server manager probably
Yeah that was what fixed it
i just got the bug where flora i chopped down came back .. and i cant remove it and flora i havnt cut down doesnt graphically disappear when i cut it down . although i get the materials and can place object down in the space where the flora was .. very annoying and sounds like its a bug that has been around for a while.
restart the server
did that once .. no change
i had a bug, which mikael mentioned in the most recent video, where foundations that were deleted didn't disappear.
i thought it was the same. restarting restored normality
this bug is fun, if you cut stuff with the chainsaw it doesnt go away but if you pick it up with your hands it does ...
fixed it .. someone posted a command to run in the in game console .. worked like a charm ... wonder why that hasnt been patched in ....
net.MaxNumberOfAllowedTArrayChangesPerUpdate 4096
Morning all, I am trying to add a couple of mods to my dedicated server. I have installed the mods using SMM to both the client and server sides, but when I launch the server and then try and connect I get a mod mismatfch error.
Is there a different wayt you have to launch the dedicated server to have it enable the mods?
Anyone else have issues deleting blueprints and having the red outline stay? logging out on the client and logging back in fixes it tho.
Nevermind, I disabled and re enabled the mods and then relaunched the server and it is working now
I guess the mod install just did not take the first time it was enabled
I have seen that, not sure what causes it but same goes here, logging fixes it. Also sometimes they will go away over time as well
First server
I use a script to launch my server so every time I 'quit' in the console it checks for update and installs it if there is one and restarts the game server.
Haven't figured out how to do that in Ubuntu yet tho yet...
Check the wiki and use systemctl
10-4
Anyone running multiple instances on same IP ?
I changed ports, but look's like by changing queryport, i am unable to add the server to servermanager.
Ports are all forwarded
yes you have to give each server its own ports
-Port=<portnum> Override the port the server uses. The default port is 7777 (UDP and TCP). This is the only port that is used. If the specified port is in use, the server will increment the port number and continue trying port numbers until an available one is found.
so you night be able to add the server to 7778 if its automatic
if not just add the port you want to the CLI
nvm.. restarted the client and it worked >< no idea why tho
satisfactory-server | Update state (0x81) verifying update, progress: 47.87 (2063776583 / 4311340261)
satisfactory-server | Success! App '1690800' fully installed.
satisfactory-server | Launching game server
satisfactory-server |
satisfactory-server | rm: cannot remove '/home/mweeks/satisfactory-server/config/Saved/SaveGames/server': Permission denied
satisfactory-server exited with code 0
satisfactory-server | Checking available memory: 19GB detected
satisfactory-server | Clearing old Satisfactory logs (set LOG=true to disable this)
i need help with this permissions the game creates it in docker file int.sh but it dont have the perms i dont get it iv tried everything
check the file/folder permission Docker will create them automatically (owned by root) when starting the container.
I am NOT a Docker expert I am a NOOB.
i did
RUN chown -R youruser:yourgroup /home/mweeks/satisfactory-server/config ?
yup
Docker compose?
yup
Check the Docker Compose Environment:
Make sure that any environment variables or settings specified in your Docker Compose file don’t override these permissions inadvertently.
as far as i can tell they dont
are you mounting a host directory into the container?
yes
the files and directories inside might have permissions or ownership that the container’s user can’t modify.
i fixed that also the dc.yml creates these in my host machine
sudo chown -R $(id -u):$(id -g) /home/mweeks/satisfactory-server/config
sudo chmod -R 755 /home/mweeks/satisfactory-server/config
yup dids thaty
unplug the internet and run the container as root?
dids
beyond my knowledge
mine too lol
has it worked before?
I know the wiki has a few suggested docker templates
i used wolveix/satisfactory-server
using NAS?
https://github.com/wolveix/satisfactory-server/discussions/100
Read thru that, its really close
really old thread tho
still running strong thank god, I really accomplished something.
Bro 40 CPU CORES...... WHY?!
hey gamers,
looking for a "easy" way to set up a discord webhook for a dedicated server to post the autosave file repeatedly
any help is appreciated
Is that for the whole ProxMoxx or one VM
Now you have four problems
using linux ? running on pterodactyl ?
Whole Proxmox view.
2nd server
Ohhhh, i have a few of them as well, iirc my current game server runs XCP-NG instead
realized i could make use of something like that so I made a bash script for that, but it just got automodded so here it is as a file instead:
Holy ****
Added 2nd server to the cluster. I love learning this SH## !
Ive got an issue where im running a server on linux, ive port forwarded and added the ports 7777 15000 and 157777 all udp and tcp to my firewall. I can connect to my server using the local ip. But cant using the public ip. I do see my friends incoming connections trying to ping the server for some reason...
Anybody here that can help me out? 🥹
friends getting a network error when trying to join, how can I fix?>
only need port 7777 tcp & udp
yeah i read that, but just to be sure i opened all of the old ones as well
ùù
are you sure your "public" IP is actually public? can you use a portchekcer website to check if the ports are actually reachable?
i used xampp last week and that worked ):
can you friends reach the web API?
the weirdest thing is just that my friends can ping the server and i can see them come in
i cant even myself, and didnt know it existed. But this is my error "errors.com.epicgames.httpserver.route_handler_not_found"
then TCP works but UDP does not
router forwards directly to the server or is some kind of proxy inbetween?
wait, can you friends join? and just your connection useing the public ip does not work? or does any connection coming over the public ip not work?
i can join the server (that is on another machine) trough the local ip. My friends can ping the server, and i can see the pings coming in. But the server appears to be offline for my friends (and if i connect to it using the public ip).
you not being able to connect useing your public IP is a router issue (NAT loopback) that may or may not be a router settings, depending if your router supports it.
can you friends reach the web API and get the same error you get? the error is expected and normal
if your friends can reach the web API but the server appears offline thers an issue with the UDP connection
if they can't TCP does not work too
these appeared out of nowhere. cant find anything about it online tho
cant access the api using the public ip
can you show your router port forwarding settings?
they appear to be correct. maybe try split TCP and UDP rules?
maybe a router reboot is required for them to work?
when i turn the 7777 port forward off i dont see any incoming requests after that anymore. plus i never restarted them and has always worked for other games
just making sure because your setup looks like mine and i dont see any issue.
how are you trying to connect to the server?
i had to use the server manager and add the ip and port there for it to work
i dont know tho im a newbie here. just got my server and game working
used the server manager, put the ip in ip section and port in port section 😕
for the server to work for my friends i only had to tcp/udp forward port 7777.
and you can test the open tcp port using telnet.
if it fails it prints a error if it connects it clears the terminal and closes when a key is pressed.
try connecting to diffrent parts of your network and use the command telnet 192.168.*.* 7777 to see if there is a response or not.
very interesting find
yeah i mean must be somehow
If the machine is disconnected it would say no rout to host or something like that
yeah but port 22 (for ssh) works
so something is wrong with the port ig
but it is weird that i can join it locally
My ISP blocks outbound UDP..... They swear up and down they dont block any ports.....
if the port works on the lan with no problem then it should work if your router and its firewall is correctly ported on the WAN.
Tech support keeps telling me everything is good on their end and the ports open. I proved them wrong by firing up NGrok and had zero issues passing UDP.
shouldnt it say connected on the left at udp? 😭
udp is famously a connectionless protocol, what that line is reporting is the udp equivalent of a listening socket
idk what you just said but this might be the issue for me
[2025.02.17-22.50.01:756][ 0]LogServer: Warning: Failed to bind Server API Socket 'FGServerAPISocket' To Address '0.0.0.0:7777': SE_EADDRINUSE
[2025.02.17-22.50.01:756][ 0]LogHttpListener: Warning: HttpListener unable to set desired buffer size (524288): Limited to 425984
couldnt find anything about it
Way to change starting Space Credit balance for dedicated server first joins?
According to some guy on internet this is normal. And the port is listening.
However this could be a ubuntu issue.
Im assuming it says adress in use. Which doesn't make sense to me because as far as i know, you cant lock other soffware from addresses.
But you can lock other software from certain ports tho.
Is two instances of the server running?
(I know nothing about ubuntu, debian forever)
Accuse them of being compermised and acting clueless about it and send a formal complaint email to consumer protections and cyber reguations. 
Dude, Stackoverflow as well?
@still canyon found something about not properly closed previously opened ports.
Reboot Perhaps
Been fighting them for over a year..... used to run 3 rust servers on the old ISP, the day I switched to new ISP(Spectrum) had to close them out no UDP.
greetings all. i'm admin'ing a dedicated server. is there way to broadcast a message to all players?
All players currently in session? Suppose the chat system works for that
Press Enter to type in chat
Hey there, I've got a dedicated server running on my local machine. Every time one or my friends or I want to join the server appears offline and I have to restart it. I'm not sure how long it stays up between this. Once we're in there are no issues. Has anyone else seen this behavior or have an idea how I could fix it?
did you connect to it? Is it the same machine?
if you disconnect from the game on the same local machine you got to restart it.
Belated reply but, I bought a Mikrotik router like a year ago and have been too lazy to configure it, maybe I should finally do that to see if that fixes my dedi hosting issues. Haven't been able to get anyone to connect for like a year now to any UE dedi game
Shimarin... I haven't heard that name in years
that is super weird tho that it gives this message but it should work
only 1 was running for sure, did a reboot and after that started the satisfactory server
Will try
S3 just aired a few months ago 
I just forgot about Yuru Camp
I'll watch it again
Rebooted both my routers but didnt help ):
that would be amazing
Reboot the server
The opened sockets happen on server
Wait you said it ran
Sorry nvm
ive already rebooted it like 20 times in the past 2 days, the entire machine
My bad my bad
np
@edgy tusk got it working with a fresh install, dont know whats changed, but im suspicious about my netplan
Any one know of a discord bot to stop/start server?
Sorry, I've forgot to respond you
I have configured my double router in that way:
Think we only need 7777 now?
I've thought that
But never worked
So I tried so hard
I'll never touch it again
i got it fixed with a fresh os install 💀
OS Issue
I'm just glad it worked
yeah m2
Seems to be okay for me atm hehehe
BTW, Satisfactory could learn with Minecraft
I hate steam servers
Always have an issue
Normal servers is so far better
Hot dayum, I tried a couple managers but never got mods working with them so ol' steamcmd way fo me too
Ima under a CGNat so got to use a PF VPN haha
Cheaper then paying for a public IP for myself
You're right
VPN is a good option, but SteamCMD makes everything worse
You could write a discord bot.
Its Fairly simple to do in python
May have to do some researching xD
There are some discord api libraries and guides are simple enough
I can help you on writing it if you plan to make it open source.
No problemo, I'll do some digging
Hi. Does anyone else have low FPS when moving around on dedicated server(4FPS Slide show low), but no problems when just looking around(100FPS+)?
I've tried running the dedicated server as a docker container and the Steam version, both on the same PC I'm playing on and the docker version on a server right next to me. Same bad results in every case.
I don't have problems with FPS when I load the save on single player, even if I open it up for friends.
Is the dedicated server just a sketti code mess still in 2025 or is there some solution to this problem?
Our world isn't anything insane, I'd say it's pretty average for a Tier 8 world.
Sounds like a cpu docker problem.
It doesn't matter if the server is running on bare metal or as a container. FPS goes to slide show regardless. The only thing I didn't try was to install the CLI version, but isn't that just the Steam version anyway?
I also tried messing with network quality and even manually overwriting it to way higher values than Ultra. The only thing that accomplished was to lower the server tick rate to 10
had the same thing happen, but only in the most crowded areas though... The save was gigantic on my side
Never had fps problems even on a fairly big save on the server.
could you run stat unit in console command and show like a short video/screenshot so we can know what could be causing performance issue ?
What is the server specification?
And how are the networked?
Same everything except the day time clip is with the save running in single player with multiplayer session enabled. Server tick rate is typically hovering around 15, but when I tested the server on the same computer I play on, it was constantly 25+. Still just as poor frame rate, so I didn't bother to record a clip from that test.
AMD Ryzen 7 3800XT, ASRock X570S PG Riptide ATX AM4 Motherboard, Kingston Server Premier 32 GB (2 x 32 GB) DDR4-3200 CL22 Memory, Samsung 980 Pro 1 TB NVMe SSD
It's running Proxmox on bare metal, the docker host VM is running 6 threads, 32GB RAM, OS disk is a 200GiB SCSI share from the boot NVMe. https://github.com/wolveix/satisfactory-server is running in a docker container with 20G memory limit and server streaming turned off for slightly better performance.
Network:
2.5Gbe Host bridge -> Router(Asus RT-BE88U) -> Gaming PC 2.5Gbe
Game/Server settings in the first clip above
Mods incase they matter. Nothing crazy, just things that should IMO be in the vanilla game(Except for Automated Artifacts)
will a Ryzen 5 PRO 3400GE or Core i7-6700T fare better with hosting a dedicated server for 2-4 people, with smooth performance in late game?
looking to pickup one of those mini hp elitedesk computers, at a low budget. or similar lenovo, dell model.
I've been hosting game servers for a few years now on a personal rig ark mainly but from what I've gathered from many hours talking shop with other like minded individuals is when hosting gaming servers E-cores are bad. you want the best single core speeds as possible. right now best single core without E-core is the ryzen 9950x so out of the two you have there the ryzen 5 will work better. now I'm not saying all games prefer this just the few games I do host some like more core count others more ram etc... I'm currently running a modded map on a threadripper 3960x it runs great when mods arent crashing it but it comes back up within 30 seconds so its not terrible to just hit that restart button. (9950X build is being started shortly)
Except an Intel 6th gen CPU does not have E-cores...
looking for something for less than 200$. Threadripper not in budget
I'd say take the Ryzen. More modern CPU and not power limited (T-suffix)
will it handle the load?
Tbh I just read Intel and saw e-core
3.5ghz and above is the speeds single core not overclocked you’re shopting for
would you have any mini pc recommendations that’s in the elitedesk/optiplex/tiny pc realm that would fit my budget ?
why is the non beta branch install command downloading the experimental branch
steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
using this and it installs the latest build 395236
L3 capacity and RAM speed are also really important
Hi there, recently updated to experimental, now i cant access my dedicated server as its a different version. How do i update? or rather, where do i input the command so my server gets updated? i've seen the command "steamcmd.exe +login anonymous +app_update 1690800 -beta experimental validate +quit" where exactly do i copy paste this command? i will add, i am running my server on Unraid using a Docker. i would like to ask here first before opening a ticket to see if anyone has the specific info im after. I've tried opening console on the Docker in unraid but i get "steamcmd.exe cmd not found. Tried running the cmd in-game-console. Also nothing. im after more specific instructions on how to update my server. Any help would be appreciated
i see quite a few reddit posts explaining the exact command on how to update, but i dont see anything telling me where to copy paste that specific command
Just add STEAMBETA=true to your docker compose file as an environment variable and restart the container. Those kinds of commands would need to be run from the CLI of the container, but it's a container so it would just revert to defaults on restart, so that's pointless. They are for running the server on a VM or on bare metal.
I just discovered something.
I have the same proxmox setup and i noticed that it offloads a lot of data onto swap.
How much swap is allocated to your server?
Host 8G, container VM 976M. Which is default, I believe
Hello, I recently set up a dedicated server and I am seeing the issue where trees and bushes will appear to the client, but they cannot be chopped down. It looks like the same issue as this bug from 3 years ago: https://questions.satisfactorygame.com/post/61bb6bbf831c852052365e54 Is this still the same issue, or is there a fix for it?
hi everyone, i need the server version 382498 with steamcmd on windows,, any ideas how to install that ? any help is much appreciated ❤️
My 16 gb ram was at 10 ish percent but it had 20 gb swap full.
Try adding a whole lot of swap. See what happens.
why dont you update your client?
server is on a newer version that your client
Container has a 20G limit. It's using around 16G on average, with small spikes during auto saves
Hmm. Never had to mess with that. How would I give the VM more and how much would I give it? 8G? I do see that the VM uses almost all of its swap, but that's because of an issue with my media server which I haven't managed to track down yet
Nvm. Figured it out. It has 8G now. Although I really don't think it'll help with the frame rate problems, but at least it should help with the server in general. (https://pcpartpicker.com/b/34F8TW)
I did some more testing yesterday and it seems to be more a Linux problem (go figure sigh) The performance still isn't great while playing on the server on Windows either, but it's at least playable with dips to single digits while moving fast and anything from usable to good while just hovering around. FPS also recovers quicker on Windows for some reason. Tested on the same gaming PC (https://pcpartpicker.com/b/jD9NnQ)
I used turnkey containers inside proxmox.
And i play my games on debian with steam proton
Linux through and through and never had such a issue.
One is the experimental version you have to opt into it or out of it
I’m new to dedicated servers how do I set this up
hi all,i wanted to rent a dedicated server. i am familiar with Nitrado but had some issues in the past with other games, not stable and lags. anyone some recommendations? playing from Netherlands/Belgium. thanks
I'm here for the same reason. I never used the beta flag on update. Anyone know how to roll back update from experimental?
good to know I'm not the only one
I'm running steamcmd on linux. I downloaded the experimental version on my gaming pc, it played like trash so I rolled it back easily in steam. Not sure it's possible on the dedicated version since I don't think it should have installed an experimental version to start with.
Also, not hoping my game save isn't trashed
try adding in to flag it for non beta: -beta public
Steamcmd installed Build 395236 ( 2/18/2025 ) never used the beta flag
Looks like it did run an update with -beta public @mild thunder , confirmed reinstalled the latest stable version.
very good, a satisfactory fix.
@wind harbor and @frozen aurora , explicitly adding the -beta public flag on the server resolved my issue. Went back to Build 385279.
Also looks like my save is working. Whew.
ty I will try it
I am sure that this has been brought up a thousand times. Any way to get the ping rate to stay stable? Mine climbs up to the 500ms
I am hosting my server in AWS on Linux with 8GB ram and 2 vcpu's
Server runs great when ping is low and steady
D:\steamcmd\steamcmd.exe +login anonymous +force_install_dir D:\satisfactoryserver\ +app_update 1690800 +quit
Make sure you change the paths to fit your install!
Also check the app Number!
I don't like LXCs much tbh. They just seem like a lot of extra work compared to docker. The only upsides I see are; easier backup/restore and firewall management.
At this point I just think the problem is only being amplified by no one playing multi-player in these kinds of games and me being on Linux. So the 3 people who do play MP and on Linux, have never heard of my issue.
Not that the performance is great on Windows either, compared to running in single player.
I'm honestly losing hope for Linux as a gaming option. I luckily don't play competitive, but stuff like this is discouraging.
Weirdly enough it seemed to run slightly better with DX12 than Vulkan, but that really didn't matter with the poor performance I'm getting anyway.
I guess I'm just giving up on the dedicated server and setup save sharing, if the client still works for it. Server side is already there, because I figured it would come in handy for save management. The ingame download takes forever for no reason.
Trying Different Setups before giving up seems smart to me
I'm going to try some things for Linux like different distros, but I think the dedicated server just needs more time in the oven. It just doesn't perform and I'm out of ideas to try. And no, it wasn't the mods. I tested and 0 impact to performance
Have you tried more RAM and less SWAP?
It's not a problem with my server. I'm getting the same bad performance, even if I run the server on the same machine that I play on. Doesn't matter if it's on docker or through Steam or on Windows 10 or Mint Cinnamon 22.1 or on my actual server. The only improvement is going from Linux to Windows for playing the game or by loading the save in single player on either
I was actually getting decent performance playing directly on the server since it has a GTX 1080 that does practically nothing most of the time. So the only blame I can place is on the server software itself
running on a $150 server
playing on my PC.
I dont think it's a server issue, what video card are you using in you gaming rig?
3080ti. I'm getting better performance playing directly on the server VM, which has a 1080 than on the laggy server running locally
Yeah something is really fucked up with your setup
Insufficient RAM is why.
AWS is not a great choice. INDIFFERENT BROCCOLI is a tenth the price
Did I read right you are trying to run the game in an 8 gig container and blaming Linux for poor performance?
-Beta public is in fact the release version. -beta experimental switches to the build called experiential. The word beta is misleading
Idk where you got that, but no. The container has 20G allocated
As far as I know the dedicated server doesn't influence the clients FPS.
“It has 8G now”
knowing that satisfactory will run on a r580 bare minimum and recommend that you have Ryzen 5 5600X because its less gpu intensive and more cpu dependent. I would check the cpu usage and check if it isn't thermal throttling. Hell download the save game and run it single player if it makes you feel better cutting out any possibility the dedicated server causing you issues.
We were talking about swap size. I increased the container host VMs swap from under 1G to 8G
heyy, i got satisfactory running on the default port, but i need to change the port, and i followed the guild from the wiki.gg on changing that port but now the game will find the server in the manager but when i try to connect i get ```UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 20.01, Real: 20.01, Good: 20.01, DriverTime: 20.02, Threshold: 20.00, [UNetConnection] RemoteAddr: <serverip>, Name: IpConnection_2147451373, Driver: PendingNetDriver IpNetDriver_2147451374, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
meh, my gpu and cpu are 80%-100% so i doubt its gpu intesive
(i have a amd Ryzen 5600 with a rtx 4060)
(optimized pc)
Hardware looks fine. Dedicated server doesn't seem to use much CPU compared to running the full game. Could there be a power saving feature getting in the way? I've set the governor to adaptive on the host, but it boosts just fine under load.
CPU load with Satisfactory Dedicated Server running is somewhere in the 70% range with 1 or 2 cores maxing out occasionally.
Although, It still doesn't explain why I'm seeing much worse FPS performance running the server on the same computer I play on VS playing in single player though.
I've never seen this kind of behavior with any other game server. Usually it would just be rubber banding if there was a problem, but this game seems to tie server performance with frame rate in some weird way.
I should mention that yesterday when my friend finally had time to play as well. I was hosting the world on Linux Mint through Steam, because of the server problems.
Every time we placed or removed anything, I'd get a huge lag spike and the game would stutter. Maybe that has something to do with server problems? I'd assume similar things must happen on it as well as we play.
if any of your cores spike to 100% occasionally i would say that is your issue tbh
Server lag is rubber banding and freezes where you cant move but DOSENT affect FPS. Client is is responsible for drawing the stuff on screen therefore your FPS.
Also removing
one server running on Proxmox and another one running bare metal.
if the client is struggling to load entities due to any bottlenecks on the server side it may very well cause fps lags on client side
no not FPS lags you will get rubberbanding and game freezes
Well I still stand by he/she needs to download the save game and run it single player, my guess its gonna be the same issue. I suspect his CPU isn't up to the task and or thermal throttling. The game and server heavily relies on single thread performance. I would also be interested what video settings are in the mix also.
RAM speed can be a big hit as well. I went form 30-40 FPS running server and client on same machine, to single digit FPS running server on an older machine (i5 4690), with 32GB DDR3 RAM
My main Satisfactory server uses DDR3 and I still get on my client well over 100 FPS with all graphics set to max.
and no rubberbanding or freezes. Ancient Dell r710 you can buy off of ebay for $150
This is bare metal? Check your CPU boost clocks while someone is on/autopause is disabled
And don't expect to much from a 15yo CPU
what are u guys talking about
is running a server suppose to be hard?
i ran into only 1 or 2 crashes after 60 hours
and that was my only problem
apart from only having 90 fps on medium/high settings
Server and client same time even with me backing up my DVD transcoding over 100FPS.
do u even have a gpu
in the server has its own down on the MB graphics, my client is a pc and yes it has dedicated GPU. Screen on the left is my server being viewed with RDP and the one on the right is my PC
I am not sure what kind of issue we are even discussing here anymore
A x5670 is far below minimum recommended for satisfactory dedicated server atleast but as far as i can tell you are not the one running into issues?
I'm only using CPU to transcode on the server, it dosent have a 16x slot and i havent given myself the time to mod the slot for a GPU.
TechAnima is the one experiencing issues with FPS while playing on the server so that is probably the setup we want to investigate or is there something i've missed between the lines here
How do you turn on experimental mode in a dedicated sever?
I did download the save and tested in SP and it's not a hardware issue. It's the dedicated server software. My friend just did the same test I did. Which was to download the Dedicated Server from Steam to his gaming computer, put our map on it and play on the worst area in the desert.
Exact same results. FPS drops considerably while playing on the server VS playing in single player.
His computer is even better than mine. He has a Ryzen 7 7800X3D, 32GB RAM and a 4080.
Mine is just a good ol Ryzen 7 5800X3D, 32Gb RAM and a 3080ti.
Here's the original post with my exact settings and the 2 comparisons. Both runs were on Linux Mint 22.1 and daytime shot was done last. So if there were any overheating issues, they would have affected the daytime clip.
Performance is only very slightly better on Windows when doing the exact same test with DX12 instead of Vulkan on Linux.
Unless there's something that I could chance in the ini files, I'm out of ideas and we'll be using save sharing until the next major server update.
I also tested with mods disabled, no performance impact whatsoever
Okay may hav already been answered and if so could someone point me in the right direction but I am creating a website using php as my backend and would like to get server information like player count, and server status is there a way to do this without using the statistic mod?
Have to use the API for that.. https://satisfactory.wiki.gg/wiki/Dedicated_servers/HTTPS_API
If you don’t mind shooting me a copy of your save I can try to reproduce
Yeet 'O Land -> Cannon to N-W~ Will take you to the test area. Aim for the purple.
There's a small box next to the hub with gear in it.
For anyone checking it out. Spawn is our day 1 mess. It was left there to remind us what NOT to do.
Most of it has been completely replaced by bigger and better facilities.
Last 200h or so have probably been just optimization in the pursuit of getting better frame rates and re building the roads 3 times until we were happy.
Next factory in the rebuild Q is the motor factory mess S-W of spawn, but it serves us for now.
Now that we have found a way of playing with more than 16FPS average, maybe we'll finally get back to being good FICSIT employees
So are late game saves in general just shit on severs or?
the game simulation becomes incredibly difficult to run if you have hundreds of thousands (or millions) of objects - even light actors like foundations, walls and signs probably add up.
I am not sure why servers on the same hardware would be disproportionately affected though. Rented servers usually have the issue of being on much weaker hardware than a high end gaming PC, but the report above is much worse even with a 7800x3d.
fair enough
Late/end game really isnt.. if the server is spec'ed properly. Folks seem to forget that dedicated is running the full world simulation, just without the graphics overhead - so with a very large save you will generally need fast cores. I.e use a gaming/desktop CPU (Ryzen 5/7/9 or i5/i7) to run the server rather than your 5+ year old Xeon CPU with 2.1Ghz
It is certainly laggy when you are moving around, but once loaded into a specific area (the DS will stream objects to the client based on range) I get expected performance. This is pretty much just how DS is, granted we can now increase the netspeed (NetworkQuality) and I have mine set to a manual profile that allows 1Gbps since i'm LAN with my server. I can send you my ini files if you want to try to adjust the net speeds.
Couldn't hurt I suppose. At least I could be sure they are correct and not what was correct a year ago when some random post was made on Reddit about the manual ini tweaks.
Speaking of server streaming. Should the setting for server streaming be on or off for best possible performance? I was never quite sure which way was better
Pretty sure streaming setting is no longer relevant
Server shouldnt cause too much of an issue to overwrite, can adjust the settings if needed.
Client side, the only setting that matters in GameUserSettings is the mIntValues ("FG.NetworkQuality", 4) otherwise if you replace it will overwrite with alot of my own settings, backup your ini files before you swap them in to keep your settings.
why wont the presents go away in our server??
You can always manually turn off seasonal events
hi i got satisfactory running on the default port, but i need to change the port, and i followed the guild from the wiki.gg on changing that port but now the game will find the server in the manager but when i try to connect i get ```UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 20.01, Real: 20.01, Good: 20.01, DriverTime: 20.02, Threshold: 20.00, [UNetConnection] RemoteAddr: <serverip>, Name: IpConnection_2147451373, Driver: PendingNetDriver IpNetDriver_2147451374, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
Basically, I think you need to do this, more because the port changed.
https://satisfactory.wiki.gg/wiki/Dedicated_servers#How_do_I_reset_the_Administrator_password?
hmm i will try that tonight
When the server starts it will generate a new ServerSettings.<port>.sav, basically the port determines the server instancing
that worked, its weird that having two serversetting save files messed it up
Odd, i've had 3 servers running on the same machine before, each with their own .sav file
No, on the same VM and even using the same exe/folder paths
I used NSSM and just had different '-port=xyz' set on the 3 instances, just different services
Granted this was pre-1.0, so might have changed and even more so again with the recent port adjustment to DS.. dunno
I have a laptop running ubuntu 24.04.
The packages are all up to date.
steamcmd is installed
the satisfactory game is installed under steam user
I have it running as a service with the service example given in the wiki
the service runs fine.
Firewall service (ufw) completely disabled
I see this on the server
$ netstat -na | grep 7777
tcp 0 0 0.0.0.0:7777 0.0.0.0:* LISTEN
udp 0 0 0.0.0.0:7777 0.0.0.0:*
to be continued...
...continuation
I can see the server in server manager
I set up a new game there and gave admin and player passwords
i try to connect from my windows machine through the LAN on a little switch
i get this error in my logs
2025-02-26T19:25:28.770134-05:00 ubuntu-hp FactoryServer.sh[6435]: [2025.02.27-00.24.46:345][325]LogNet: Join request: /Game/FactoryGame/Map/DedicatedserverEntry?ClientIdentity=<long_string_of_numbers>?EntryTicket=<long_string_of_letters_and_numbers>?EncryptionToken=<numbers_probably_secret>?Name=<my_steam_name>?SplitscreenCount=1
2025-02-26T19:25:28.770344-05:00 ubuntu-hp FactoryServer.sh[6435]: [2025.02.27-00.24.46:345][325]LogSpawn: Warning: Login failed: Entry Ticket verification failed. Make sure the valid entry ticket is supplied in the join options.
2025-02-26T19:25:28.770460-05:00 ubuntu-hp FactoryServer.sh[6435]: [2025.02.27-00.24.46:345][325]LogNet: Join failure: Entry Ticket verification failed. Make sure the valid entry ticket is supplied in the join options.
2025-02-26T19:25:28.770613-05:00 ubuntu-hp FactoryServer.sh[6435]: [2025.02.27-00.24.46:345][325]LogNet: UNetConnection::SendCloseReason:
more continued...
continuation numero dos....
and i get this error on my windows client (see attached image)
it kicks me back to the main menu.
Please help? been trying this for a few days now 🙂
Is that Steam or Epic?
Only suggestion I have without some further info is to check date+time between the server and client
Hello, today I decided to reinstall the game and I wanted to host it on a dedicated server, since it has been a while i tried to follow the guide on the wiki, but since i'm here, something didn't work out well.
I tried checking everything that came to my mind so I decided to forward here my problem; Server installed on a windows dedicated server using steamCMD, the app is installed and the server seems to work, but still I can't get to even "claim" it in game
- ports are enabled in the firewall and result opened in various websites
- doing the "curl -k ..." in the cmd on my pc works
- tried different methods and combinations of enforcing the port (I knoe 7777 is the deafult but I didn't know what else to try) or forcing the multiport
I will attach also what the console looks like and my main problem (I see the server offline), any help would be appreciated, I'm currently lost
I did but it’s all still there lol…unless if then ones that have already falling from the sky stay until they’re picked up? And no more will fall from the sky? Bc it’s annoying that they keep getting in the way lol..I’ll try and see if that’s what it is..havent had time to check since I asked the question since I’ve been busy
do you connect to game through server manager ?
is this inbound firewall rules ?
Yes Inbound
Yes
I used steamcmd
I’ll check that thank you
hi,
I am running a Satisfactory dedicated server on my PC. The problem is that anyone can join even if I am not online, but if I join and then leave, the server goes offline for some reason.
Switch to the experimental build, long standing issue since 1.0 releasted is finally fixed on that version
Hi, everyone!
Can someone explain how to disable server autopause? Because when I disconnect from my server, he going to offline for no reason, idk why, but every time when I disconnect then the server change status on offline and I can't reconnect again to him
(I use Steam SDS, and have rules in firewall for 7777 port and for 15777/15000 ports too)
But the window with terminal is still open and server is running
I also have that string in GameUserSettings.ini :
[/Script/FactoryGame.FGGameUserSettings]
mIntValues=(("FG.DSAutoPause", 0),("FG.DSAutoSaveOnDisconnect", 1),("FG.DisableSeasonalEvents", 0),("FG.NetworkQuality", 3))
Times are within a few seconds of each other. I’m certain this is not the issue.
Do you still have the issue with server offline status?
Yeah, currently I can't try more but I think the problem is about firewall and machine protection system
Hey guys I am having an issue where the server is spamming "Ran Out Of Memory" in the event viewer, but the server is only using 4gb, and I have 16gb?
heyy lads im trying to get a dedicated server and iv done all the basic things like port forwding and other things show in a totoural and yet im still having issue with my server, it says its offline and server name pending alone with it says its not authenticated
Yeah.. About that. You are going to need 16 just to run the damn thing. It spikes a little higher occasionally and during auto saves too. Time for a memory upgrade.
check available ram in task manager or htop
if you didn't restart since long time ago you could have lot of things using ram, 16GB is enough to start but may be too short for big saves
I already do this before, and do all things what I describe in the message, but server still go to the autopause after I logout from him
Is it pauseing or going offline?
2 different things
same computer server and client? If so your gonna have to restart the server.
every time you disconnect
Just upgrade it to experimental..
or host on linux
guys any known solutions for Faild to connect to Server API ?
can someone help me out with my server, iv followed a totorial and for them it worked fine but for me i cant connect/set the server up anyideas?
I set up my server but you cant access it with the public ip what did i do wrong?
@civic lantern Thank you so much. Indifferent Broccoli is awesome. I have already deleted my server on AWS because it is so much better. Again, thanks for the tip.
is it possible to ban a player from rejoining my dedicated server?
I'm looking for a fresh server to join! 🇧🇪
guys how can i switch back to stable version from experimental?
Add -beta public to the steamcmd params
note not specifying beta option is updating already selected branch (default if none)
I use that for my update script
so I simply manually select and it update whatever I selected
How can I make a server on Ubuntu server
this is broad question
did you read the official wiki ?
it has instructions for Linux install
I recommend steamcmd
Glad to hear it. It’s a great approach
The tcp 7777 must be reachable
My satisfactory server is doing this, any advice on what might be causing this?
I have verified that port 7777 is forwarded (for both tcp and udp) and forwarded on my router.
If you unlock all, mb this is unskip part
Hi, everyone!
Can someone explain how I can fix issue with placing blueprints? When I try to placed them, the textures are not showing, but they are there, and if I try to dismantle them, the belt is gone, but visually they are not disappear
But I doesn't have any issue with placing by default 1 by 1 method
(I use Docker container - wolveix/satisfactory-server)
I just rented a server from Gportal and cannot for the life of me get it to work,m says its online on gportals website but offline in the game menu. I get no prompt what so ever to authenticate the server. Have tried several things, verified all game files etc. even had friends stream to me and the server also shows offline for them aswell. I have an ongoing ticket with Gportal but no luck, PLEASE LET ME KNOW!!!!!! if im missing something
We are struggling with players consistently rubberbanding or stuttering every 15-30 seconds or so. Error messag ein console is something around the lines of lightweight collision component not supported. If there any immediate fix. FYI The host that is hosting the dedicated server is not having any of these issues just anyone connecting to the server.
any new player servers
did you set up port forwarding properly? idk if its needed when you're running it on a rented server , bt maybe
hi, i have aproblem with my game version, the server auto updated to the experimental branch but i dont have experimental on:
ExecStartPre=/home/steam/Steam/steamcmd.sh +force_install_dir /home/steam/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
This is the command that i use on my service to auto start the server.
Can someone help?
need to reflag it back to non experimental with the flag: -beta public
does it roll back?
ExecStartPre=/home/steam/Steam/steamcmd.sh +force_install_dir /home/steam/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate -beta public +quit
Is it right?
i would put it before the validate, then try it and see if it works
it worked thx you
It seems like the foundation material/destruction desync is still present on the latest version, sadge. Any way around it other than reconnecting every time?
me
Have you tried the ArrayUpdates fix?
"net.MaxNumberOfAllowedTArrayChangesPerUpdate 4096"
"net.MaxNumberOfAllowedTArrayDeletionsPerUpdate 4096"
No, haven't seen this before. Can I put this inside some configuration or do I need to run it in server console every time?
so im settip up a dedicated server through the epic games luancher on a spare pc and it seems to be running but its not showing up in game
Need some help from the SATISfamily, trying to run a server on a seperate pc and getting this message at the end 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 = 30.09
same here
Hello! Is there capability for mods within hosting it via Nitrado yet?
Welp.... this is embarrassing. I was using the wrong IP when I was trying to connect to it. I was using the one shown on my gaming computer and not the one shown on the server computer. Crisis averted, back to efficiency pioneers!!!!
Pretty much always firewall/NAT misconfiguration or someone is trying to join Dedicated with the 'join game' rather than using Server Manager if the dedicated launched and is running
'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 = 30.0'
Completely normal to see in the log, the server is just sitting around waiting for a connection
My server on nitrado keeps shutting down.
After their maintenance, it’s really annoying after having done so much. I neglected to do back ups 😦
its not showing up in game tho and i dont know why
They auto back up until 30 unless that’s just for ark
Thank you
Hallo all.....new to Satisfactory and LOVING it. Just set up a dedicated server (hosted) and was wondering....is it possible for me to play from different machines (not at the same time) and have a seemless experience? Does Steam keep the local player data updated across all installs for my account?
Hi, it should world if you're using Steam Cloud and the same Steam account on your different machines
anyone know why I'm getting this error? Command = d:\steamcmd\steamcmd.exe +force_install_dir D:\satisfactoryserver +login anonymous +app_update 1690800 validate +quit ERROR! Failed to install app '1690800' (No subscription)
Was working fine about a year or so ago, trying to setup a new server and not its broke
IS there a trick for MOD compatibilty for GPORTAL? I can get some mods to work and others not, fails to load server, others that work for the server cannot be unlocked in the hub like structural solutions
Got a Ryzen 7 5800X with 64GB and works fine
Funny thing is though that my "Release" server is downloading the experimental one. :p (fixed btw)
Got a physical server somewhere running Satisfactory, Valheim and some other stuff
Aw my trees are still not correctly getting updated in the swamp 😦
Still ghost ones.
Not sur eif that is fixed in Experimental
How many users can be on one instance?
We still have an issue with "ghost trees" in the swamp, in experimental and with the commands stated above. 😦 (Single player is fine) If needed i can share the save. (~18 MB) Rest seems to be updating fine, but when i reached the swamp everything breaks down. 😦
So can anyone else login to steamcmd with anonymous or you really have to enter credentials for this game?
Like, how are hosting companies doing this?
steamcmd.exe +force_install_dir "D:\01 - gameservers\satisfactoryserverexp" +login anonymous +app_update 1690800 validate +quit i am using this command one and works with no issues?
Nope, tell me I need a subscription.
Removed everything and re-installed steamcmd ?
@barren swallow I just host on peradactyle
whag is dedicatef server
Hey guys, recently set up a server with TrueNas Scale but it almost seems like I am not the owner of the server. I cannot invite people to the server. Does anyone know how I set it up?
AFAIK, invites arent possible. Just give the IP:port info to those you want to join
i did and it said something like "waiting for server name" or something like that for my buddy
IS there any fix for Foundations not disapearing when deconstructed on a dedicated server? i have to log out and back in every single time.
first person onto the server claims it, names it, and sets admin PW
even if im loading from an existing save?
hey there... i get this error i dont know how to fix this ^^
can someone please help me?
seems like when the server was installed the time was wrong, or on your pc
fix your clock and retry
Hey, I'm having trouble with belt speed. I have 3 nodes running at 720, and 2 mk 6 belts can't seem to keep up.
I noticed the same with mk4 and 5 belts where the sum would be lower than the supposed max throughput and just assumed I had a slow belt somewhere I couldn't find at first but now I've verified that the belts just aren't as fast as they should be.
I assume this is something to do with tickrate and merging etc so are there any good settings I can look into or info on what sort of optimization should I do to the host?
yo how do I download the experimental in steamcmd
Ive no clue where to look for help but me and my brother cant play together. We both got it on steam and trying to host using steam but im not allowed to join him. What gives?
How do you host? How do you try to join?
Just steam. He makes multiplayer and I dont get the option to join. but its fine, joined through ID
Anyone know if there are plans to change how mods work with servers?
ive set one up with qol mods like nudge, infinite zoop, but it sayscant join modded save on vanilla client meaning it also needs to be installed locally.
seems counterintuitive to need to add them locally and to the server
No? While the Server can handle the logic, the client still need a to be able to parse it and display it
Or in case of the mentioned QoL mods, you need to handle everything and send the result to the server
Thank you
Has anybody else had issues with belt throughput on dedicated servers? High end belts that should be fast enough just aren't?
the client mod manager could maybe install mods as required by specific server through server mod extra api channels, but it would still require client to have the mod loading logic
and then it is fully managed by modding community, here it's about the vanilla server
I'm running a dedicated server through the Steam app and have configured port forwarding (7777 on TCP and UDP) through my router and opened the ports through Windows Defender Firewall. I am able to connect to the server using localhost, but can't access the server when trying to use my external IP. I get "Server name pending, Not Authenticated". Any suggestions here?
Essentially, I followed this https://www.reddit.com/r/SatisfactoryGame/comments/1fel8t1/setting_up_a_satisfactory_dedicated_server/
I created a server on my network via true nas. I gave my friend the IP but he cant join, any tips?
Is it "Server name pending, Not Authenticated"? Seems like there is a lot of that going around.
yeah pretty much
Did you give the external or internal IP? Did you set up port-forwarding on the router?
where would I find that in truenas do you know? or is that what static IP is. Do I need to set up an IP?
Dedicated servers are now officially supported! Discuss away! Wiki for more info: https://satisfactory.wiki.gg/wiki/Dedicated_servers
Not quite a server question but does anyone know what is better in terms of hosting a server a NAS or a proper home server cuz I kinda wanna tinker around with a dedicated server but I have no idea where to start
Ok that was enough reading for today imma take a nap
Im getting this error when trying to connect now 😦
internal IP is probably how you contact your NAS, external IP is your internet IP
whichever has the more powerfull CPU. NASes are just storage servers at the end of the day
same, we're using Pterodactyl panel.
So in other words a server is just a gaming nas? Can i use it via esata connection (to link pc to server) or does it have to be over wifi
eSATA is just for Storage, you need a network link. preferably wired.
a server ist just a system providing services. a NAS is a network storage. so a NAS is a Storage-Server
some NAS can run server like services, it depends on the NAS software, and hardware as to what it can run.
thats why i kept in generic
Ok so my situation is odd my router is upstairs and my pc is downstairs late 70s house so no lan wall ports and I use wifi to use my pc so could I connect the server to my pc using the mobos lan port or no
if you know how to configure the network and only plan to play alone, sure
Or would I have to get a wifi card for the server
So lan ports can act as data transmission as well
networking ports are for connecting systems and transmitting data between them, yes
Ok so how I'm visioning it is wifi links gaming pc to router gaming pc connects to gaming server via ethernet cable thru the lan ports and that would work only speed limit is the wifi
router <WIFI> PC
PC <WIRE> Server
?
Basically
sure. you need to configure the wired interfaces, or just use autoconfig, and, if the server does not have another connection, nobody else can connect to it
but it'll work
My IT skills are limited to building pcs so any technobable is pretty much lost to me
But is it possible to run a server from my pc insted essentially combine a server into my pc
Just to see if I need a separate machine or can I essentially run a server in my pc
if you have the enough resources you can host and play on the same machine
It's a 12th gen i5 (KF) and a 4060
RAM?
How exactly would I go about setting it up do I require a separate OS or will Win 11 suffice?
eh, that might be not enough
download the server from steam and then run the .exe. connect via 127.0.0.1
Would 32gb suffice I've got a kit in my wishlist on Amazon all I gotta do is order it
depends on the savegame size
Unmodded still a T1 SE
In terms of GB I dunno ide have to pull it up when I get home
you can try with 16, 32 should be enough until midgame
Wait 32 wouldn't work? I've only got 2 slots!
The servers can be downloaded? Is that what the wiki was talking about I thought it was some technojargen matrix mainframe stuff
Free you say? My favorite type of sale
Ferb I know what were gunna do today
Ik I'm old
I have a MK. 2 of my current set up planned out with 64gb of ddr5 for much later down the line (say when the issues with Nvidias 50 series gets ironed out) the only part that stays the same is the case everything else is pretty much a complete redesign I'm going to get a smaller case (mATX) to put my current system in and build the new one in the current case
May use the old system as a auxiliary system in case the primary blows up (see 50 series power cables melting)
Ok i got good news and bad news; good news is, i do not see trees which should gone; the bad news: loading screen is stuck, but i hear and can move things. (Experimental :P)
same, my friend cannot join my server, endless load screen since the last experimental this afternoon, until this he joined and played fine for two weeks on the previous experimental
is there any fix for the insane lag when placing a lot of power storage?
I just tried to connect to my own server with a VPN, same issue my friend is having, endless loading screen, you can hear the game in the background but the loading screen doesn not go away so you can't do anything except alt+f4 to force exit.
Try closing the server and reopening it?
Essentially turn off and on again
That's the first thing I tried, verified server and client files, it's just remote clients that can no longer connect.
Check your network stuff maybe a wire came loose