#dedicated-servers
1 messages · Page 134 of 1
Or if it's only client side try restarting your router and your server like full shut down and then reboot
I keep getting failed to connect to server API and yes I have the ports forwarded
holy shit fuck
got it
What was it, I am having the same issue
Mine was working before update, not now, and yes, I too made sure the new port was forwarded
You have to create a new game under the starting choices
kk, thank you
we made a server for people to go into VC and stuff with in my profile. It's a satisfactory group. I am pretty sure this follows the rules of the server advertising wise, if it doesn't then lmk pls mods
It seems the new experimental v399795 is also listening an another seemingly random port which you have to find and forward for people external from your lan to work. I outlined the problem and steps I did to temporarily resolve this issue here until maybe a patch can be made: https://questions.satisfactorygame.com/post/67d14f19d32de631ac0b0d06
So the new Experimental patch seems to have made dedicated servers use the intended port, and second port 20000 above the first one.
At least in some cases.
So 7777 and 27777 on defaults.
https://discord.com/channels/370472939054956546/1349293663422779452
Devs on #satisfactory-experimental message said it was intentional, but wasn't documented in Patch Notes properly, with future changes to come.
Yes, port works, and my ghosttrees are gone 😄
So someone said that you can download a server from steam but I checked last night but I couldn't figure it out
You need/can use SteamCMD for that, i think there is a link somewhere.
What's SteamCMD?
So according to the wiki it's a way to update a server not install one
I'll have to read more about it tonight but if I can figure it out then that'll be great cuz once I build my coal power plant I want to have it to where it can run while I'm working during the day so that way I can do more when I get home
Yes ik I can just let the game run while I'm at work but doing so puts more strain on my pc then when it's sleeping so if I can get this to work then theoretically I can put my pc to sleep during the day and the game still runs just in lower power state
should be in the library under tools
I'll have to look but I'm fairly certain there wasn't a tools option
if you put your PC in Standby/hibernate the server won't run either.
but it does only use CPU and not the GPU, so some savings are possible
Oh ok so in other words I can do a sort of "soft sleep" essentially turn lights and monitors off
Since it uses cpu and not gpu
Ooooh thats why I couldn't find it I was looking in the gear icon (the button to join the betas)
I didn't even know that was a thing I outta push more random buttons then😂
Getting time-outs with Build ID 17680986. I've increased the time-outs but users still can't connect.
ok ive found the server download how do i convert my save into a server save?
im just making it a offline server for solo player
i dont know what im doing i downloaded it thru steam click play a command box appered now im lost
and now my game crashed wtf is going on???
Read the wiki.. all of the relevant data is there on how to do pretty much everything. SteamCmd both downloads and updates, no clue where you read otherwise
im lost its says i gotta do all this rigamaro before i can even start it ntm its jumping from eplaining how to do it for windoes to wall the different flavers of linux and im just lost
ok its not working im doing as it says and all its coming back with is no code found for (insert code here)
it keeps screaming command not found the wiki is of no help
WHY ISINT THIS WORKING!!!?!?!?!?!?!
IVE DONE EXACTLY WHAT THE WIKI SAID TODO BUT ALL IM GETTING IS "COMMAND NOT FOUND" WHAT GOOD IS A WIKI IF IT DOESINT WORK!!!!!
IM DONE IVE TRIED EVERYTHING I CANT FIGURE IT OUT THE WIKI IS USELESS
The wiki is very much not useless, it has all of the necessary steps and commands to get DS working
Did you download steamcmd or using the steam library version?
what ports need to be openb for satisfactory
some reason it's an infinite load screen when trtying to connect from the outside
It wasn't communicated well, but open a port that is 20k higher than your main port. Default would be 7777 and the new port of 27777
I believe the new port should be UDP
can i do a tcp/udp or will that not work
You can open as both. It will only use the protocol it needs
thx
The messaging in the patch notes is very confusing as I read it again
if im hosting a server on my nas via the satisfactory app is the port still 7777?
after hours of work and combing through messages and forums, can't get anyone to connect to my dedicated server... which I have run countless other dedicated servers on just fine for my friends
dissapointed I paid money for this game
both the steam version wouldnt let me imput any commands and steamcmd kept screaming command not found evry time i tried copy and pasting the lines from the wiki
the steam version looked like it worked just by opening it so i tryied claming the server but it asked for an address when i clicked add server in game
There was no address
if you are not even able to describe your problem or your progress by the guides we are not able to help you
I'm not sure if its dedicated server related but I'm trying to host a session directly from the menu via IP connection
does it even use 7777 for port forwarding on tcp/udp?
no matter what I do my game is not joinable
you using exp. version? if so forward tcp/udp ports 7777 + 27777, see updated patch notes.
no but I managed to solve it by actually joining by ip
not by using the server manager
odd, for us that doesn't work, we join via server manager, regardless, whatever works for you.
The problem is I don't know the problem I try copying the stuff from the wiki into the command panel (as it says todo) and it keeps screaming "command not found" that's the issue how much more specific do I need to get
The address is YOUR address, nobody can know that but you. If it's running locally (on the same machine as the client) you can likely use 'localhost' in that field if you don't know how to find it
I know nothing about code and based on the wiki it looks like it's as simple as copy and paste
Wait as in IP address?
What else would address and port be referring to..
I dunno like I said my technical support knowledge is mainly turn off and on again so getting down to the knitty gritty is lost to me
I thought address was referring to something that the server was making up or something and I understand port it's basically the software part of the ethernet cable
But I'll give it another wirl once I get home
we cant help if you wont even tell us what command you dont get to work
its minimal information and alot of frustration in your message and i can't really bother trying to figure out whatever you are trying to do / failing to do
Any of it from start to end it all says "command not found"
should be fairly easy for you to tell us where you are trying to run it
and give us 1 example of whatever you are trying to run where
In the wiki on anything labeled for windows (not linux) I copy and paste all the script lines one by one and the command prompt script whatever you wanna call it sayes "command not found" for example the very first one for installing steamcmd I copy the code it sayes to use it come back "code not found for steamcmd"
In order to get it I had to use that link that is also provided but then after I got past that (don't need experimental so skipped that) then it moves on to how to disable events don't want that either pass the rest of the Linux steps then came the port stuff those lines keep coming back as "command not found" (in the steam version it wouldn't even let me type in anything so I couldn't use it)
Is that better clarification?
makes confused sounds.
Well I don't know what to tell yall then I clarified it as best I could wo literally screenshotting the wiki
Nither of these work
Command prompt keeps saying "Command not found"
Did you read it?
I don't even know what it's supposed to mean I'm assuming you just drag and drop it in the prompt
Then you did not read it. 🙂
Wdym
The part labeled "don't blindly copy and paste"? I thought that was just part of the code
I hope you are a troll just now. 🙂 Ah well, i am off building my factory. 🙂
I don't now jack about code dude so I don't know what's the meme part or what's the real part
I'm trying to be real with yall but clearly yall don't understand😒
And do I copy everything but the "don't blindly copy and paste" or just the yellow or just the white I don't friggin know yall I'm new to this shiz
It'll be easy they said it's so simple they said
Yea ok right I said
Dm me if someone is willing to help
'Command not found' likely means you just are not in the right directory..
Either way, it doesnt matter.. if you have the Steam library version downloaded and started, you do not need SteamCMD. Its just an alternative (and only method when you have CLI-based machines) to download/update Steam apps
With the library one, did you go into the directory and run the FactoryServer.exe?
That's the one that when I try to type nothing happens
What do you mean by type? You do not interact with the dedicated server window, its just there to display its state/log output
Hints why I tried the steamcmd way since it's "preferred"
Yes, its definitely the preferred way of managing dedicated servers, but if you have no experience with SteamCMD or command-line (this is not coding/software engineering) it can certainly be considerably more confusing than just launching the server
I click launch then a window pops up code zooms down the screen then I think it said something about no client save location found or something like that
Does it stay open or close?
It stays open untill I eather hit the x button to close it or I close it thru steam
So the server is running then, nothing else to do other than click Launch and let that window sit, that IS the dedicated server running
However when I launch the game it closes and when I launch it again the game closes
Everything else is done from the client, open the client, goto Server Manager, add your server address (or use 'localhost') and from there you claim the server, start a new save or it will let you upload saves your client has
So you are unable to get both to be 'running'?
Make sure you arent Xing out of the dedicated server window that comes up, that will absolutely close the server down and stop everything. Just minimize it and leave it alone
About the localhost part do I type that into the address or port box?
localhost is a placeholder for 127.0.0.1 or loopback, aka your local machine. You could also use your computer name or the straight IP address assigned to whatever network adapter.
If you change the port in this box, you need to have also adjusted the port on the server side. What comes up is the default (7777)
Yea when I try to launch the server the game freezes and closes then when I go to relaunch the game the server thing dissappears wo me touching it and stops running but the weird part is that no bug splat or nothing it just stops running all of a sudden
I dont believe you have to do anything special to run a 'tool' and a 'game' at the same time, they should just work via Steam. I just downloaded the dedicated and tested it and the dedi stays open and running when I launch the client
I'll have to try it again when I get home cuz my computer sometimes it acts like a smartphone with a dumb user and other times it acts like a dumbphone with a smart user
Try to do something "fancy" for the first time pc says "nah I don't feel fancy" so I'll give 1 last go
It usually cooperates when I bring the penny loafer near it
As long as you have more than 16G mem, should be fine to run client+ds. I wouldnt if you have 16 or less on the same machine, too much overhead
Just gunna be me myself and I once I upgrade my system (more like overhual) I'll probably convert my current system into a server but I still haven't decided but I only have 16gb ram atm
But just to clarify to do the server the easy way it's (install the dedicated server thru steam run game add server via "localhost" keep port same and done?)
Seems easy enough even for me
"localhost" only works on same machine. Otherwise its the IP-address/DNS-name
Welp for now it's all the same machine so no funny business yet
Just hopefully it doesn't cause my pc to go kaput cuz a kaput is a very expensive noise
Why should it break? At worst the program taking too much RAM gets killed
I dunno I have that kind of luck with things the kind of luck that makes you ask "how in the world did you manage that?"
At which point I say: I dunno guess I've just got that magical touch
for the life of me i cant get my friend to be able to join my server that is set up on my NAS.
I have port forwarded but doing an external check shows the ports arent open and any time i give him the IP to join it says something along the lines of "server not named" or something like that i cant remember exactly. I have claimed the server and i have no problem joinging but it just wont work for him.
Any suggestions?
Hello all, I have a new server setup and transfer my info to the new server. What’s the best practice to do this without the risk of losing database.
Okay im sorry why are the performances on a dedicated server so much WORST than on the desktop directly ? Like my server is right next to me, connected locally on the network, with plenty enough ram and CPU to run it, yet i go from 50fps on my desktop to 1 fps
can you join the server with the local IP ?
maybe try setting network quality a little lower? that could improve server side fps
if you're experiencing bad performance in general, then try lowering your graphics settings
i have a 3070 and have 30 fps on the LOWEST settings
Are you next to very large builds? DS will stutter while assets are loading in but then should smooth out
thats fucking wild, something is clearly wrong, what driver version are you using?
I typically move to the 'region' where I will be doing a large build and then rejoin to keep things fresh since the client seems to hold onto areas youve been near in the prior session, can easily peg at 175fps (my monitor limit) even with full-world builds that are megabase scale
Driver Version: 570.86.16
aka latest beta
beta?
it aint a driver problem dw
its a world problem
#screenshots message do you consider that large
the beta drivers works better than the releases ones
i see you are troll. you complain of bad performance, while your entire world is quite literally, spaghetti.
literally
That is a complete mess.. lol - based on the amount of objects I can see.. yes normal for what you are seeing
You can increase the netspeed/bandwidth, it is certainly better with Experimental with all of the replication system changes they have made
not necessarily
im not trolling btw, this world is basicly a pure stress test, which shows that the dedicated server have some SERIOUS problems
dude
like, i should get more fps from having it on a dedicated, not less since im spreading the load on 2 different machines
that world could bring any graphics card to its knees
Can you send me that save? I'll throw it in mine and see what it does for performance
im curious, id like to try that save too
watch out, sometimes can eat up to 26gb of ram
i think one late update lowered it to only 18
Hrm only 20mb too, interesting
thanks for warning, ill wait to play it on my desktop instead of my laptop rn
But yeah i still very much dont understand why the FPS is so much worst on the dedicated, causd its still in the LAN, so 1gb/s ethernet with less than 1ms latency
not speaking of the satisfactory server, but the actual LAN connection
yeah the satisfactory server have around 12ms
i mean i have optic fiber and direct attached copper cabbles between my pcs
yeah true i have 0.1ms
french
@icy oar @grim mica
lowest package settings
i'll try highest now
its not that impossible because electricity travels at the speed of light
download save from old server, upload to new one
im planning on one day getting a nuclear clock server in my rack, i'll have sub nanosecond ping time
I have a dedicated server set up, and it works well, but for some reason my friend's name shows up when he's offline, but when he logs in to the server, his name changes to 256 instead. Is there a way to always display player names?
🤓
Thank I just wasn’t sure if it was actually that easy. 😂
same with high network quality
High network probably isnt enough, you have to add a custom profile
no idea on how to do that 💀
Should probably write up a wiki on it at some point.. just getting around to testing, 1 sec
alrighty, keep me updated cause im curious now
Yeaaaaah
I mean it is in the middle
Under that mess would have also been correct
Been stuck for ~10m
Oh yeah my average load time in solo is 6 minutes
Yeah i think you might understand why i called my map a "stress test"
I think stress test is less of a description here.. rather just spaghetti all in one spot
My 'endgame' world (left) vs yours, wayyy more machines, foundations, trains, drones, belts, pipes
It finally loaded.. lol
Seems to have loaded in with alot of the machines not present, belts not populated.. going to enable AGS and see if I fly away and come back if it loads properly
Bunch of errors in the server log then the client crashed with a conveyor issue, guess I tried flying away too fast
Now thats really surprising to hear about
if I am not moving around..
Otherwise it stutters like crazy, pretty normal in my experience with DS with this amount of stuff in one spot
Yeah the stuttering is horrible, absolutly no idea what could ever fix it
Not building like this.. spread your stuff out
Arent all of these MK1 pipes? Why? You can half the amount of pipes and just split it at the other end by using Mk2
I ment as a settings lol
Yeah.. probably not going to happen
I had to change the net.MaxChannelSize from 32k to 8k to reliably join, otherwise it was just hanging at the loading screen
But that in turn is creating a ton more network traffic
How do you change that ?
That command in the console of the server (server manager)
Ohh alr
I'll try that tomorrow
Cause on my side i can always join with a pretty reasonable time, but the stutter is insanity
Btw does the max channel size affect the stuttering ?
Its kind of a wash, there is more rubber banding but its in quicker succession for me
Oh and yeah btw, the total amount of pipes could be reduced by 80% if i wasnt lazy
Good news I got it working bad news it won't let me load into my save game
Just keeps saying "server is preparing a new game" but it's not letting me in!
Wait nvm I think I found the issue
Got it
Can anyone point me in the right direction. Local dedicated Server started no apparent errors. Port Open (7777 ) Used a port check tool website to check from the outside. Used netstat to verify it is used localy and appears to be binded to 0.0.0.0 with the correct port. Windows firewall is disable entirely. So port is viewable and open from the outside. Can connect via server manager with a local or loopback ip address. Not accessible with WAN IP address. Any idea's?
Says Server name pending. Not Authenticated. Most of the article i seen online said to make sure the port is open and accessible. But it is so im not sure what is up
thats weird. I pressed control-c to cancle to command program in the command prompt and without sending he command again everything started working. I think the process got hung or something
It works now
Welp servers been running all night (not really forgot to disable sleep after 5 mins setting) it got stuck so I closed it reopened it and it came back no issue since it's solo I set the network quality to ultra so that way I can load in quicker yet still be at full frames it's fun still gotta iron out some kinks but it's fine for now
Quick question I'm thinking about getting a couple mini NAS servers (for personal cloud storage) could it be possible to run a server from one of the drives (say keeping one server for cloud storage and the other for game servers) all they are is a couple drive bay holders connected via USB or esata
Better to avoid running dedicated NAS to run some satisfactory worlds
Satisfactory really needs high clock speed, without that you will suffer with horrible fps and other
So... what I'm hearing is yes but highly discouraged however all the NAS servers are theres 5 drive bays connected via USB and esata no wifi or nothing so I think the technical term is a DAS so it would be used for storing the server not actually running it (I think if my understanding of it is correct)
Wait the NAS would be to host or just store a save of your world?
To save it/run it I'm not exactly sure where the running on cpu ends and the storing on the hard drive begins
Does it need fast reading/writing or does it need a full on system to use its uncharted territory but I'm boldly going where no man has gone before
They say that esata has better speeds then usb 3.0 but I dunno how accurate it is I just don't wanna burn out my pc hard drives when a NAS/DAS server is designed for 24/7 run times
I want to put the server on the NAS server (since it's designed for 24/7 use) but keep it running during the day I just don't know if it'll work that way essentially (pc go sleep + NAS still running = server still running? Or no)
Cuz I have the server downloaded to my HDD drive but I don't know if it'll be good for server usage (24/7) or if it'll go kaput it's a WD blue (content creation) but I need the red ones (server use)
But I don't have anywhere to hook it up to hints the nas/das (whichever ones the offline storage drive) I just don't know if that will work tho with the pc sleeping cuz from what I understand is that when it's sleeping it still runs just not as much as when it's awake but the (offline storage) would be on 24/7 so would the server run or would the server still stop running
Okay basicly both are pretty different uses, just saving it can be done on a really small and weak pc, but running the server need a good processor
A NAS or DAS will stay on if your pc is off, the hard drives dont get used if you dont read or write datas on it, they automaticly spin down
Cuz rn when pc sleeps fans stop spinning and the drives stop spinning therefor server stops spinning but with the nas the drives spin 24/7 so would server also spin 24/7 or no
Yup, also spin 24/7
Oh so drives don't spin when pc not spin?
Yeah basicly
So server also no spin therefor server go brrr
Just when I thought I was onto something
The server would stay on 24/7 but the hard drives wouldnt spin unless you write or read datas on it
So the server is still running in the nas even tho pc is still sleeping?
Also say I have my nas (with 5 drives) set to raid 5 would I have 5 copy's of the same server or would I have 5 separate servers or would server say "wtf are you doing you madman?"
And die outright
That's what I'm going to set my nases to so that way in the event of a drive failure ide have a backup/a clone of the original data
And imma get 2 of them 1 for personal cloud storage and the other for game server storage
Yup
Raid 5 with 5 drives means that the files are split between the drives in a way that if any one of the 5 drives die, you dont lose any datas
So in other words ide have 5 of the same server but it would read as 1?
Right time to build a nas server
As soon as I save almost 1k for it and about 2k for the upgraded pc ho boy caviar tastes on a bologna budget
(Now a days can't even afford bologna so perhaps bread budget?)
No but explaining raid here seems like the wrong place and wrong time
Hello, I can't connect to my server (even to claim it), I have the server on a dedicated server and seems to start normally unless from an error (screen 1); ports are opened in the firewall
I have tried:
- conencting to server from game - didn't work
- checking ports on canyouseeme from server - works
- trying to connect from my pc on browser with ip and ports as url - I get the correct error message
{"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""} - same error from my pc on cmd
curl -kthing
Plus almost every time I try one on these methods (also from my pc) i get a message in the server console
Edit. also tried messing with multihome/port, but same result
have someone found a way to set the new +20k port from the latest exp release?
If it says server name pending in the server manager check your UDP settings
If it's experiment, check the changed ports in #satisfactory-experimental
Just fired up a Linux server using steamcmd. Opened up port 7777. Now getting a version mismatch when trying to connect. Client version shows 385279. Anyone run into this before?
steamcmd command used:
steamcmd +force_install_dir ~/satiserv +login anonymous +app_update 1690800 validate +quit
Starting the server using FactoryServer.sh
Managed to get it running. In case anyone needs to follow the same fixes, the steamcmd command should be:
steamcmd +force_install_dir ~/satiserv +login anonymous +app_update 1690800 -beta public validate +quit
(replace "~/satiserv" with your desired path for the server)
Also needed to connect to the server using the Server Manager, where the world parameters can apparently be set and the world started and joined.
"
o Please note that the game port values should not be set to a value larger than 45535 since we do not have good enough error handling for this at the moment but will be addresed in the future as we are still fleshing the port selection aspect out"
As a network architect, did someone hit 4 instead of 6 as the highest port is 65535 in the TCP stack. There's literally no higher number port number 🙂
anyone know why when im playing on friends server i lag for about 10 minutes after joining? keeps happening we dont know hot to fix it either
they changed the behavior. now theres a base port, which you can define, and another one 20k higher.
thus your defined port should not be above 45535 so that the +20k port says under 65535
Yes it says that but UDP is opened in the firewall, anything else to check? (Not experimental)
every firewall?
What's your friends upstream bandwidth? He might have a 1G download speed, but only 20Mbps upload speed.
Do you have low frame rates when this is happening?
yes
feels lik 3 fps
my frames are normal when im not moving but as soon as i move it starts to lag
but only when im our gigantic factory with 2k buildins
when i spawn away from that factory nothing lags
but if i fly towards it it has to "load" for lik 10 mins i guess
@lucid parcel
One thing y'all could try is using a game hosting service like indifferent broccoli who I believe has a free trial, load a save there and see if it performs fine. If so then is the server running within the minimum specs and/or is your PC within the minimum specs. Update drivers etc.. @snow briar
will try that, thanks
so... is it normal for overclocked things to appear normal (non-overclocked) on servers cuz i built my coal power plant and now everytime i come back to base my biomass gens are green not white (yes i still use them for backup power and with power shards dont mob me)
Bioburners connected to an active power grid should be yellow (standby) Sometimes the diff between green and yellow is subtle
no it was full on emerald green not amber yellow
im blind but not color blind
besides why would it be yellow if it had 23 biofuel in it?\
Bioburners only male power equal to demand. If coal is covering all of the demand, they go idle
this was before i hooked it into the main grid
i built my coal power plant and now everytime i come back to base my biomass gens are green
ok apparently i interact with them then they go back to white so i guess its a graphics glitch?
I've got a 4NetPlayer server, but my teammates can't connect to it. It says "connecting to server" and then doesn't move...
Does anyone have it and know why? Thanks!
Hello you have reached ficit technical support just to insure basic troubleshooting steps have been taken can you verify that your server is connected to the internet?
Hey yall, silly question. I own the game via epic, do I still need steam cmd to setup the server?
iirc the server is available on epic too
im honestly just lost how to set it up. The guides online seem to cater to steam?
im not the best with server knowledge. im just trying to host so my friend can work on stuff while im at work 😦
Its running, my ports are forwarded, but it says server not authenticated
the wiki guide has 3 methods combined. Linux, GUI (steam or EGS, but it just shows steam for .... reasons
and steamCMD
make sure you are on the method you are using at easch step
interesting. maybe i missed a whole section for egs.
it says steam GUI, but same applies for EGS
OH.
Anyone built a really large wall say 25x25 and it flashes in and out showing everything behind it?
Hi. I want to increase elevator phase cost by 10x on my dedicated server. But my friend is playing on macbook through cloud gaming
Confirm my assumptions: It is impossible to play it natively on M1 Macs. It is impossible to install mods on cloud gaming machines. It is impossible to adjust difficulty or values on vanilla. It is impossible to have server-only mods without clients requiring them too.
Is there anything I can do to make game more difficult?
hi @sudden wraith try to open ticket maybe they can help you 🪿
If i got a server for 4 people, can like 6 players use it but only 4 at one time?
yeah, or you can edit an ini file to have more than 4.
"impossible to play it natively on M1 Macs" there is one way
Emulator? Or installing Windows? Either way I guess performance will be not great, especially comparing to cloud gaming
no emulators exist for the M1 on apple, and windows doesnt run either, buttt there do exist asahi linux which is made for arm apple processors, and with a few translations layers (not emulation), you can pretty much run any games through steam
so you get the performances and efficiency of the M1, but can actually do stuff outside of apple software such as gaming
when I make the server it doesnt give me the option to change the name of the server and only says offline. Please can someone give some fixes (I am not very good at this stuff so u might have to dumb it down)
In server manager add new server, put the right name/ip:port in:
Ty
is anyone else experiencing crashes on client side when connected to a sever?
its almost like its a complete freeze
I have artifacts if I blueprint delete, but haven't had any crashing for a while, what spec is the server you're running?
to be honest i'm not 100% sure I'm renting from indifferent broccoli
but what i do notice is it happens super randomly
i'm not 100% if its client side or not
I'm probably not the best judge, I self host as a VM on a Minisforum UM870 , and my desktop pc is a tad overkill i9-13900k 64GB DDR5 and Gigabyte GeForce RTX 3060 12GB DDR6
nice!!! i'm on the Titan GT77 laptop\
I was going to self host but i'm going to wait until i have fiber in my area
Self hosting in your own home doesn't need internet for gameplay, just for download, I have two connections, but they can be temperamental, so I chose on-prem over cloud, and because I have about 5 other VM's running concurrently on the same box
thats the thing I'm going to have it so I can have friends and family play with me, which needs upload
Bear in mind your upload speed will be a fraction of download unless it's a leased line
I have a server rack at home that i can do anything with so I'm going to utilize one of my servers to run it
Fiber is symmetrical in my state, so i'm probably going to get the 5Gb plan
We're not so lucky in the UK, for symetrical you need a leased line and it's ten times the cost 😦
I am using a steamcmd server. everything is working fine but i am having issues with blueprints. i can make a blueprint in game and save it. but when i download a blueprint and drop in the file. it does not show up ingame
now if we have internet through coax then like you get 10% of your download speed
They throttle anything on a personal/domestic contract, personal/domestic users don't need upload apparently 😦
You need to upload to the /home/{STEAMUSER}/.config/Epic/FactoryGame/Saved/SaveGames/blueprints/{SESSIONNAME} "or" /home/{STEAMUSER}/SatisfactoryDedicatedServer/FactoryGame/Saved/SaveGames/blueprints/{SESSIONNAME} on your server, connect using WINSCP and your steam user and password...
france here, you get 8gb symetrical for 50 euro per month, only swizerland got better with 25gb lol
WOW! It costs £80/month for 1Gbps UNsymmetric over here, £500/month for 200Mbps symmetric
jesus CHRIST
DANG it'll cost me $125 USD for 5Gbps
I'm moving 😄
We still have some folk on ADSL over here
brb
yeah thats the magic of competition, sadly that doesnt make me more able to run any satisfactory dedicated servers with my world
like even in fully local, it dies
thats whats odd with my game
it doesn't die
it just is like everything just frrezes
until i kill satisfactory (on client side)
oh yeah me its a different problems
i can join, just that moving makes things freeze horribly
hmmmm it makes me wonder if for me its just too many objects moving around
Hey quick question can you download a server save back to your normal saves cuz ive noticed with my server save (a port of my main save) that the server save is buggy the audio is cutting out randomly and it's a glitchy mess but I've made too much progress to lose is there a way to download it to my main saves?
here
damn man thats some serious lag
yup 💀
might be the network bus, i'll try to put it to something ridiculous
like gigabits large
i gotta ask what speeds are you utilizing
im using the highest in this clip, but it didnt change a lot
this can be done in game or only thru wincp
from what i've seen and played with it shouldn't be a problem to port back and forth
oh 1gb rn, my desktop use 10gb DAC to my switch but my server is still for now 1gb ethernet
So I can bring it to my normal saves gtn now just gotta figure out how
i might just get 2 100gb cards and a DAC to put it on my desktop and server directly, would be silly but i dont mind
ahhh gotcha, I'm using SFP+ except on my server going to my fiber switch which is QSFP
yeah sadly electricity is costly here so i cant get any QSFP switch that wouldnt kill me financially
i think i paid like 250 for it
USD that is
how much does it use in watts ?
good question haha
is the amount of noise in the "cant hear it", "dont really mind it" or "i lost 2 years of audition" ?
thats a i don't keep up with how much electricity it uses as close as i should be
yeah here its really costly, im making everything to sip power, like in total with 2 servers im using 120w, which is less than an enterprise switch lol
sadly that means i cant get stupid stuff
nahhh my enterprise switch is 120W
yeah you see why i cant go stupid like that LMAO
remember most of America doesn't like to follow standards that the rest of the world follows
lmao
but yeah honestly i think its a slow network problem on my side, i'll put a stupid network size tomorrow
I followed all directions that allowed me to created a server using steam cmd but I'm prompted with this message, any advice?
just accept it
I have done it a couple times but this is what I get
unless you want to go through the process of geeting an ssl cert
on steam cmd I get hit with this
Connection with server has been lost just reappears everytime i click confirm
Hey all, question: I'm running a dedicated server on an external hosted space. At first the server is fine but whenever somebody disconnects it goes down. (As in: on the server manager it goes to "offline")
Through the logs I find "FMultiBindDatagramSocket failed to read data from underlying socket Unreal: SE_ECONNRESET", but googling and combing through reddit, steam, etc. with that is not giving me a fix.
Would anybody here have any idea what is going on?
Switch to exp, known issue with 1.0
It is resolved on experimental
Basically when a specific user leaves, the server unbinds listener for port on the process, can observe the behavior with https://satisfactory.wiki.gg/wiki/Dedicated_servers#Checking_Listening_Ports_on_Windows
Ah, well that's fun.
So both the server and the players should be running experimental?
guys i can only connect through LAN but not over the internet, does anyone know what im doing wrong? i already port forwarded all the ports
Have you forwarded/NAT the ports as both TCP and UDP?
yes
7777 and 27777 ? Have you configured a fixed IP on server load in the service config?
man wtf
Yes, both need to be on the same version to fix the issue, client cannot join a server with different build and vice-versa.
Playing with the bandwidth settings?
yup
im trying to put everything on ultra
Ultra profile?
I linked my netspeed settings, you just have to replace the ini files to get 1Gbps bandwidth capabilities, basically adding your own profile
The built-in profiles are very anemic with throughput limits
wait wdym ?
0 = low, 1 = medium, 2 = high, 3 = ultra
The 'maxclientrate' is typically the negotiated netspeed and its in bits per second, so the '4' profile quality is my custom profile that sets it to 1Gbps
You have to put the Scalability.ini on both the client AND server and make sure to set NetworkQuality to 4 in the ini file (impossible to set via GUI) and it will show up as 'blank' in the UI since the profile isnt enumerated as name, but it does work and sets the client netspeed (can see wheen the client joins)
Should be able to drop in the server side with no changes but replacing the GameUserSettings.ini on the client will overwrite some settings, so just grab the top line if you want to keep the other stuff the same in mIntValues
where do i put the Scalability.ini exactly ?
like where is it located in the game files
In the config folder, 1 sec
Client: C:\Users\ <user> \AppData\Local\FactoryGame\Saved\Config\Windows
Server: steamapps\common\SatisfactoryDedicatedServer\FactoryGame\Saved\Config\WindowsServer
i put only the scalability or all 3 of the files that are in the client folder ?
Scalability is required, that contains the '4' profile, then the only other thing is in GameUserSettings in mIntValues
That sets the profile to '4' and then reads Scalability for the profile info
I cannot recall if Engine.ini is required, but it does have client-side netspeed overrides
Might be able to not set that, its been like a year since ive played with these again
yeah ive put all 3 files on both the client and server, i'll try now
Id also suggest setting read-only flag on them all as updates (with validate enabled) will replace them, same with changing stuff in-game. that way each time the client or server starts its 'stuck' on those settings
Defile the scripture!
damit the server kicked me out while loading
I run server and of my friends managed to fall below the map and his car with all the HDDs is down there. Is there any command I can use as admin to retrieve it?
Nope, revert to a previous save or use SCIM
My game server runs smoothly when players join individually, but when I share the server IP in a live stream and viewers maybe connect simultaneously, the server crashes immediately. What could be causing this sudden failure under high concurrent connections?"
Would need to see the server log, havent experienced the server crashing when multiple people join and have had that occur before.. so should be fine to do so
@grim mica mkay so it is better than before, but i think i might need more than 1gb connection at that point
Yeah, just sooo many objects to replicate.. when I was testing it last week I was flying around and only saw it peak to about 50Mbps tho, I have no idea where the limitation is at that point
Probably just Unreal multiplayer not being that great tbh
yeah thats what i was looking at, surprisingly low
How much RAM does your system have?
There are probably some net settings you can tweak a bit to eek out slightly better performance, but I dont know what would directly affect it
https://dev.epicgames.com/documentation/en-us/unreal-engine/console-commands-for-network-debugging-in-unreal-engine
My server is 7950X3D with 64GB @ 6000 and client is 9800X3D with the same mem
32gb, only 10 are used on the server, and my desktop have 48gb with 16 used
On the server, I use processlasso to pin the server instance to the cache cores, so its probably as good as its going to get
On DS, limiting active entities (assemblers, belts, pipes, pumps, etc) in regions is probably the best thing you can do to get the best performance. Having one 'megabase' or building megabase-scale in a singular region will always tank performance and the issue doesnt replicate to hosting locally/single player
ooo im getting new errors now
At least with the netspeed more than 300,000 it wont be bottlenecked by the network speed anymore, but rather just engine limitations
I think it kicked me 2-3 times becuase I was moving around too fast, with AGS fly mode I wasnt able to 'sprint' fly around without getting kicked. Just normal flying was fine and seemed to keep up well enough
If you do 'stat unit' in the console on the client you can see it bottlenecks on drawcalls, dunno how to optimize that
It's what was causing fps to tank into single digits
Wait wait what are the chances the problem is that the dedicated server is single threaded
DS and client run the same code.. dont see how it would process differently
The difference is that you are the client and receiving updates over the network from the server and not the 'master' of the running instance/save that can immediately keep track of all of the entities without having to ask the server and wait for a response
ive been looking at the CPU usage chart for the last 5 minutes and it hasnt gone above 25%, and always focusing on 1 single core but switching around constantly
In my megabase save I definately see usage of all 16 cores on the X3D CCD, so while it is single-thread heavy there are like 40 something workerthreads that do all sorts of stuff
even better exemple here
Factory games are deterministic and incredibly difficult to multi-thread, there is a 'main loop' that runs the base game logic and other threads that works on things that can be processed un-sequentially but its pretty minimal in the scope of what needs to be processed
the fact that my factory is so bad that its breaking the code time quantinum of satisfactory is very silly and im pretty pleased of this result if im honest
image 1 is desktop and image 2 is DS, both logged in and loaded in
Seems consistent with what I see too
shouldnt the DS also be way more multithreaded ? also why isnt it boosting at all either
I run mine in a Proxmox VM 4 core 16GB DDR5, Minisforum UM870 with the ram doubled, haven't really had any major crash issues yet, occasional lag, but not more than a couple of seconds, or build dismatle artifacts, I would have though 576 rocket fuel powerplants might have caused is some grief?
It barely rises above 2%, I've hit 25% a couple of times, usually when I stop the service for updates to the VM...
Server
VM
I'm currently trying to setup a dedicated server, but it looks like I can only properly connect from within my network. When I am outside of the network my client is stuck here, server info and everything works fine
when looking into the logs I can see I am connected and the game thinks I am in-game
this is on the latest experimental, is this perhaps a known bug?
or is there something wrong with my server setup
only interesting thing I found in the logs was this:
[2025.03.17-19.11.08:038][822]LogReliableMessaging: Server responded, initiating reliable connection to server.
[2025.03.17-19.11.29:086][822]LogReliableMessaging: Error: Failed to connect to server socket
[2025.03.17-19.11.29:086][822]LogReliableMessaging: Reliable messaging transport layer connection established.
[2025.03.17-19.11.29:090][822]LogNet: Warning: UNetConnection::ReceivedPacket - Too many received packets to ack (256) since last sent packet. InSeq: 14231 [UNetConnection] RemoteAddr: ..., Name: IpConnection_2147478953, Driver: GameNetDriver IpNetDriver_2147478954, IsServer: NO, PC: BP_PlayerController_C_2147478533, Owner: BP_PlayerController_C_2147478533, UniqueId: Epic:1 (EAS=[...] EOS=[...]) NextOutGoingSeq: 8834
[2025.03.17-19.11.29:091][822]LogNet: Warning: Took too long to receive packets. Time: 23.29 IpNetDriver_2147478954
experimental added an additional port 20k higher than the base port
27777?
see last point here #patch-notes message
If base is 7777, upper is 27777
I think it's TCP only, hang on
I've set to both to save duping NAT rules
yeahj the post in patch notes mentions only TCP
I'm only running standard, I opened it anyway in case it goes to general release
For Vanilla, forward 7777 TCP+UDP
For Exp, forward 7777 TCP+UDP and 27777 TCP+UDP
Covers all bases, easy to do in most routers/firewalls
took me 40 minutes to escape my factory in my DS because its lagging so much
ah doesnt embed sadly
here ?
Oof.. thats horrible
Similar experience for me tho, probably not much you can do other than reduce and rebuild stuff
You can try to reach out to Guru (Kekw) or Archengius, they have helped in the past with DS stuff but this is definately optimization related and im not sure they can offer much help, I try not to ping the devs either so.. up to you
I wish there was a way to make the client authoritative as it seems the server is to avoid the rubberbanding, but probably wouldnt fix the stuttering
would you know one that doesnt mind getting pinged/dmed ? dont want to annoy someone for something not related to their part of the work
in the devs i ment
Maybe try to just DM Guru/Kekw, I believe they are the QA lead person. Keep in mind they are in Sweden TZ (UTC +1).
In the past ive seen them request the save so they can poke around
Alternative is to post on the QA site and send a link to that as well so they can track internally
ah alrighty, do you have the link to the QA site ?
alrighty, thanks !
Another one with similiar issue too: https://questions.satisfactorygame.com/post/66fd5e1f772a987f4a8dfbc6
contacted guru, we'll see what happens afterward, and for the timezone im in europe so it really doesnt matter
"i do sure wonder how i broke the game engine !" my factory : #screenshots message
Running a dedicated server on Ubuntu server. Rebooted the server today to do patching and it looks like my dedicated server updated to Experimental build even tho I do not have it set to -beta on the startup command. Anyone else ran into this?
That's pretty much what we experienced. The game just isn't playable on any DS atm. We switched to save sharing and everything runs butter smooth now. Never figured out why the DS doesn't perform. It wasn't the hardware either. I ran the full game on the server and my friend had great performance on it. But when I ran DS on the server, same results as you are seeing. We also tested DS on both of our computers and got same unacceptable performance. It just needs to bake some more. Unless something huge happens with the DS performance, we won't be going back to it.
This is what we have setup to sync the save file between us:
https://github.com/wolveix/satisfactory-server/blob/main/saveshare/README.md
Yeah i contacted a dev about it
If the instance ever was on exp, you just need to specify '-beta public' for current stable build, or '-beta experimental' for exp
I have Encryption Token Missing error, how can I solve it?
that's when the game isn't running, did you check while gaming ?
Stays pretty much the same whether I'm in world gaming or not
Highest it's got is 25% of 4 cores
Tbh, from what I've seen, the DS doesn't do a massive amount of work
The Ryzen 7 8745H is a Zen4 laptop CPU used by Minisforum for compact build mini PC's
Okay i contacted them and they asked for my save file, pretty glad that my hellhole will help fix things lol
Is there a way to go back to an older dedicated server version ?
Thank you very much! This did it.
Does RCON and REST not work with Dedicated server?
trying to set up a little admin panel and seems to be rejected by server.
make sure you use software compatible with the release 1.0 api
its just python have I written this right?
RCONEnabled=True
RCONPort=7787
RestApiEnabled=True
RestApiPort=8080
what ?
the actual server api goes through the server port you selected (default 7777)
if you are talking about third party tool use, then ask help to third party tool's devs
So i dont need to specify separate ports in the config?
It's just script i made to replicate other admin panels but i'll try leaving it blank
if you want a tool to connect to your server you have to give it your server's port
of course it will not connect if you tell it other ports
it will have nothing to connect to then
well normally configs can specify a port for REST or RCON in the config file that will direct it
but looks like its not supported
you seem to confuse your tool port config with server port config
it must match whatever port your actual server is running on
you can run some commands to check what port it's listening to, it's in the wiki if you want
7777 works but now SSL problem
LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
[2025.03.18-13.40.12:593][330]LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
[2025.03.18-13.40.12:594][330]LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
So far the max for the host is 5%, max for the VM is 20%
Max for my PC is 45%
Question for those way smarter than me. How can I find the IP address for my Dedicated Server for friends to join. I've installed the Server in Docker with AMP Panel and can join the server with the local address, but others cannot join (even with the public IP). I've also added Port Forward into my home modem.
check the IP assigned to the router/modem is the same as your public IP. If not, you will need to contact your ISP for how to allow server traffic
I'm trying to mod my dedicated server that I host at my house but the mods aren't applying to the server. It was working before mods and I can still join the server but it immediately leaves because the server is missing mods.
I'm using SMM and I imported my profile from my client mod manager
I've tried restarting the server and deleting the server settings in the saves location, I can still manage the server through the client
did you make sure that all the mods were compatible with a server?
None of them are listed as incompatible
I would say try a few at a time and see which one doesn't work
or maybe the modding discord might have some more ideas
Welp, I'm an idiot and was Port Forwading the wrong port number. Satisfactory uses 7777 by default but AMP uses 7778
Ok so I've got my server up and technically reachable, however I'm now stuck with this. I know my custom cert isn't getting picked up so I'm going to look at that later but I'm connecting via IP so I don't know if that would matter?, but any input on what I might be missing would be appreciated? I have 7777 open for both UDP and TCP
Stable or experimental version @high loom?
stable
did you create the server i had that before I created a map
Yes I’ve connected over the local IP and created a world
and just to clarify you did save the world? i also had to remake because i didn't save once in.
I’ll check when I finish work, but I can’t even load the management panel which is my main concern
Should specify I’m running the docker container server rather than the directly dedicated one
Your 7777/tcp is unreachable (that's what the API uses, the game uses 7777/udp), and you're seeing the encryption token missing error as you're trying to join directly rather than through the server manager: https://github.com/wolveix/satisfactory-server/wiki/Troubleshooting-FAQ#encryption-token-missing-when-joining-the-server
Ahh so somethings fucky in the tcp settings. Thanks I’ll go dig into my envoy setup then
anyone know how to resolve this?
LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
[2025.03.19-12.17.43:319][190]LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
[2025.03.19-12.17.43:320][190]LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
I've manually added SSL cert and still no good cant get the server to recognise it
its definetly odd for me because nmap is showing its open
So, I am new to running a server in a dedicated environment. Earlier today I had a Crash that created a dump file. I have reviewed the logs and the dump file itself and I am seeing the game's .dll failing. Is there a place I can post the log and .dmp file so the developers have something to look at?
<ErrorMessage>Fatal error: [File:C:\BuildAgent\work\9fc8da665efb5ffd\UE4\Engine\Source\Runtime\CoreUObject\Private\Templates\Casts.cpp] [Line: 10] Cast of nullptr to FGCharacterPlayer failed</ErrorMessage>
This was the error message I saw in the logs.
eyyy its working now
hi all gettting this updated my dedicated server and updated my game files on pc, mismatch
any advise
looks like your server is on the experimental branch, but your PC is not, so you will need to choose which way to go
in my bat file, what can I type to fix this
if you need to reflag the server back to non experimental this is the flag to add to the steamcmd: -beta public
@echo off
"C:\SteamCMD\steamcmd.exe" +force_install_dir "C:\Satisfactory" +login anonymous +app_update 1690800 -beta experimental validate +quit
pause
this fixed the issue
thank you
there's lots of errors in the game i have a separate console from my gui that shows the creature spawner, and some grass issues when it loads probably best to open a ticket and paste it in there
-beta public
I have a dedicated server set up, and it works well, but for some reason my friend's name shows up when he's offline, but when he logs in to the server, his name changes to 256 instead. Is there a way to always display player names?
Hiya! I am trying to get my dedicated server set up on a linux computer. I have successfully gotten it working such that I can connect from my windows computer and play, however outside of my network folks aren't able to join, it just shows as offline. I have my dedicated server set up as a service using this .service file:
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/usr/games/steamcmd +force_install_dir /home/steam/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh -ServerQueryPort=15777 -BeaconPort=15000 -Port=7777 -log -unattended -multihome=192.168.0.72
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
WorkingDirectory=/home/steam
[Install]
WantedBy=multi-user.target
I think my first question is, is that multihome var supposed to be my internal network ip? or should it be the external network IP?
you set up with old outdated info. no more beacon or query ports. Everything runs 7777 TCP and UDP.
!wikisearch dedicated_server
This page provides basic instructions on setting up and operating a Satisfactory dedicated server.
Dedicated server binaries are available for 64bit Windows and Linux systems. It can be installed using the Steam client (where it is listed in the user's library as a "tool"), its command line sibling SteamCMD...
That should help!
fandom wiki is no longer supported, note the new GG wiki
Thank you
Okay I modified my service, and have verified that I am able to access it still internally
Could anyone check if they can access it externally? It'd be a big help
are these dedicated servers okay with a big world now?
they were pretty useless like a year ago
As long as you arent megabasing in one area, they are fine (i.e distribute your factories across the map)
DS has pretty big streaming/entity replication issues when there are a ton of stuff in the same area
Currently playing with 3 people, with enough mega bases ands still runs ok. (Depending on your hardware as well.)
Nice. Thanks
are these issues better with the newest experimental patch, or no change?
I tested a recent large save that was built entirely in green fields on latest exp (didnt compare to prod release) and its pretty awful, you get single digit FPS moving around but once you stop its fine.. just ya know trying to build more causes crazy stuttering
I had a larger save file with about 2x the entities, but spread across the map and have no real issues with that save.. so just build further apart and power shard everything to keep the count of machines/belts to a minimum
I am assuming this is done through their Webpage or Steam?
Hello everyone, I came to share my escapades with setting up my own dedicated server for satisfactory in a non ficsit-approved way -- ARM. :)
I've been considering moving me and one of my GF's playthroughs to a dedicated server, even if it was hosted on one of our PCs, just so that one of us could play without the other needing to have the full game opened.
It wasn't the perfect idea of a solution, I was hoping I could find some way to get a server box to host it on. I was considering putting my old PC back on life support, but I just saw a very lucrative path. OCI's free servers. I've heard that people haven't had great luck with using their relatively powerful ARM servers on satisfactory, but I was willing to try. After some fanagling, I got a docker built for the main build of the game running through FEX for x86 emulation. I'm glad to say that my setup works! I was worried that it would error out when placing conveyors like others have stated, but it seems to be fully stable. I've been building a whole megafactory without any noticeable performance issues. The worst I've seen the tickrate when I checked was 26*.
I fully understand this isn't supported by coffeestain and that I'm on my own here. However, I can gladly say that ARM works for server hosting as long as it's given a good CPU.
I have two issues I am running into. The first is that I believe I set the server up incorrectly(hosted on my primary computer) and would like some assistance figuring out how to completely reset it(to the point that it needs claimed again)
Second issue that I am running into is that if I or my friends disconnect from the server the server shuts down or at least stops recieving connections(server manager says its offline despite lines appearing in the log console)
Delete ServerSettings.<port> in the AppData folder to 'reset' the server config
Known issue with public/prod build, update to Exp or run it on Linux
How would I run it on linux? I tried running it on my bazzite pc but i can't seem to get it to install steam cmd
Almost identical to Windows in terms of CLI.. just using steamcmd
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Linux
Interesting, removed the Valve link at the top of that page there is a SteamCmd link that goes to valvesoftware that has instructions
'Cant seem to get it to install' just isnt enough information and I dont know what Bazzite is
bazzite is a linux distro designed to "mimic" steamOS for steam deck, but in a way that lets it run on desktop hardware
i think its redhat based?
nvm, its based of Fedora
what folder would the file be in?
C:\Users...\AppData\Local\FactoryGame\Saved\SaveGames
Did anyone discover a fix for the dedicated server randomly dying with no connections present? I fixed the dc on host problem by connecting using my public ip address.
My server especially seems to misbehave after the daily reset I have set at 6am
the server crash on automatic restart seems to have something to do with the fact that the port used is not yet available again when the server restarts.
The website sorry for slow reply
I just tweaked my start file to have a 30 second delay when restarting so i'll see if thats the case
hmm please tell me if i'm right .. and can you tell me how you have added a 30 sec delay in your startfile ?
im using steamcmd to run the server so i have bat file
also using steamcmd but on unix . have a .sh file
hmm think this wont work on Linux xD i am using the standard of FactoryServer.sh
nothing similar to replicate?
also i noticed this game doesn't work with but heavily checks for SSL
you are basically emulating Linux service unit on windows with that script
you can set all these settings as both unit settings and server settings
but using windows shell and exe on Linux will not work
if you want to script on Linux, you can use bash syntax (which is not far) or switch to a full fledged language like python or js (python will be closer)
Im not intending to use linux was a reference hurry to adjust theirs to whatever counterpart
and sadly doesn't prevent the server being offline after the restart anyway
then we need to see their script, because it will likely not have all the check and update logic
and the server provides its own restart
In your case I'm not sure taskkill /f /im will do it
I should read about taskkill to know that
you likely never kill the server
the actual server exe is FactoryServer-Win64-Shipping-Cmd.exe on windows
Also killing it like that make you rollback to last save
unless you have very frequent saving this sounds annoying
Also if you don't match in server setting, it may try to restart anyway
it saves on player logout prior to dc so no issue
Never have had a problem with auto restarts on either Win or Linux, curious to see logs when that occurs?
Ive only have 2,000 mw
Im struggling to Power stuff up, ive been Removing Bio and went Straight coal as it seems simple to fix. Got rid of fuel gens as Well i has back to back power outages XD
I will say it takes about 3-4x longer to restart than it does a fresh start of the DS process, but it does eventually come online and work without any intervention
Sure you are in the right channel?
It should be just sleep
Sure you are in the right channel?
Well, I was thinking of offering help but if you are going to be an ass.. nevermind
Has anyone found a good solution?
Does that system use DHCP? If so, maybe it shouldn't.
On a dedicated server if one player unlocks something from the AWESOME shop, is it unlocked for all players?
all unlocks are global. MAM, HUB, etc
Good to know, thanks!
Now, if you buy stacks of items, coffee cups, etc, only the buyer gets that
DHCP is breaking it?
Okay has ANYONE been able to make a server not randomly go down when there are no players connect for a long time??
host on linux
happens even with static IP sadly
this is really a shame they didn't make an option for it to be group based.
it's a coop game. I think yo ucan get mods to make it competition/penis vs penis
doesn't need to have either of those just separate or joined progression,
linux servers don't have the same problem?
I'll gladly run a wine or VM for the server lol
WHen no players connect.. no that isnt a known issue
If its dropping off when a specific person leaves, that is a known issue with Windows DS on current public build, switch to EXP (as its fixed on that) or host with Linux
Do any linux hosts here have a preferred distro for their linux server VMs?
I had a massive list of errors pop up, and the terminal suggested I change the default port of the server
I don't have that problem. My server is on an Ubuntu virtual machine on a server.... So yeah.
Also wine is not needed for SF. There's a Linux native x86-64 build.
Distro matters very little, especially if you are using docker to handle containers. Personally I'd hop for something RHEL-esque like Alma Linux
I ended up using Ubuntu desktop to keep user error to a minimum
I just like going for whatever's the most stable, i.e. changes the least over time but still fixes bugs. That crown would either go to RHEL or Debian
I'll try Debian for my next distro. Ubuntu had some minorly annoying aspects to it
this happened on my linux server.
The funny thing is that the linux server is still online.
Is there anyone that never gets SE_NO_ERROR?
Certainly it's an issue with the coding of the dedicated server, or with Unreal Engine
idk if you ever got a solid response but tbh with you, I don't think your CPU is capable of handling a server plus running Satisfactory simultaneously.
The devs have said that while Satisfactory is capable of handling multicore workloads, a mass majority of the work is handled on a single core. The 3800XT would likely struggle tremendously with handling the CPU demands of a Satisfactory server.
Your best bet is a combination of reduced tick rate, a low FPS limit on your client, and using affinity to ensure that the server and your client are being run on different cores (So both don't spike the same core simultaneously when calculating movement)
Looks like it all got into a confusing mess along the way. I never did run both on the server at once. That was a test on a gaming computer Ryzen 7 5800X3D, 32GB, nVidia 3080ti. The other system we tried this test on was Ryzen 7 7800X3D, 32GB, nVidia 4080 Super. Didn't work any better on either one.
I gave up on DS at this point. It just doesn't perform as it is and save sharing works just fine for the 2, sometimes 3 of us.
I did also try running the full game directly on the server (DS wasn't on at the time) and my friend got great performance while playing on it over the less than ideal internet I have. Other than installing the steam cmd version directly on the server instead of running it as a docker container, Idk what else to try at this point. This is the container I was running with 20GB of RAM assigned to it: https://github.com/wolveix/satisfactory-server/
I do not think this is a catastrophic error, just one of the things the program logs but works around or is able to retry until it works. I have a single instance of the same error in my docker logs
what is your download/upload bandwidth?
300Mbps / Sadness (60Mbps on a good day, Usually 50Mbps)
What OS does the server run on? and is it running on a VM?
Proxmox on bare metal, Debian 12 VM with 6 threads 32GB RAM running the container with 20GB of RAM without any other restrictions
Could be the save file? have you shared it with others for them to test in their environment?
I am not privy to how well perf translates between bare-metal and VMs, but your CPU should be more than enough for satisfactory, the rest of the setup even moreso, at least theoretically.
Is the vm disk installed/mounted on a SSD / nvme?
It's no secret that for the longest time, p2p simply worked better than dedicated servers. There might be some bottlenecks in the DS implementation that make thoroughly-developed saves hard to run in general.
I wouldn't be terribly surprised. my brother and I are breaking into tier 7/8, haven't completed even one part of phase 4 yet, and there are moments my tick rate takes a dive when both of us are connected. I'm using a 9800x3d
Then that's most definitely it. a 9800X3d should take most of what this game could possibly throw at it simulation-wise easily.
You could at least try other optimizations, changing nice values, mucking about with the CPU scheduler, doing anything that's still semi-reasonable to try to dedicate more compute-availability to satisfactory
I'd give my own personal dedicated-server experiences, but I don't think my server running on an ARM chip is typical enough to be relevant ^^"
It's definitely a flaw in the design that a dedicated server would still be reliant on single-core performance
"server" and "single-core" in the same sentence is typically a paradox
oh good lord
You are right, it's definitely a single core issue. It seems like somewhere in the simulation process a crap ton of compute gets dumped onto one thread for a moment
Hm... When watching machines that aren't producing all the time, I noticed that there was some couple second-long heartbeat where it seemed that machines were batched, i.e. would only start on some intervals. It feels similar enough to these single thread spikes, maybe there's an issue with this causing tons of machines to beat at once on one thread?
It's on a Samsung 980Pro nvme
It informed me your save file has mods on it
Yes. Nothing crazy some QoL stuff mostly. None of that affected performance when we tested the save without mods
Mods are listed a little above the save file post
I'll test this more tomorrow when I'm not multitasking, but so far, I am getting spikes on your save
my server running on a i9-12900k also gives people fps drops when in the most crowded areas and with a uncapped engine.ini
the server is just not handling it well enough
80% cpu usage >95% gpu usage, memory pushing 18GB in the area I spawned in on your save @normal marsh
I don't think most people's computers would be able to handle your save
the 5800x3d player is probably having a pretty bad time
ya'll need to trim a lot of fat from this save
this would absolutely melt a server
Specs are 9800x3d and 9070xt both oc/uv
I don't know for sure but from what I understand, massive and long conveyer belts contribute to issues
Curious if this is mostly balanced between all threads or pinning one
That's actually after we optimized it lol. My 5800X3D is fine for now, especially if I don't host.
We kind of dun goofed with the desert area with all the belts. We could replace all of them with a train loop and may end up doing so. But we are going nuclear first. We've spent so much time on re building things lately that we just want to progress at this point
oh yeah, I forgot to load that. Doing it now. Started it five minutes ago. This is going to be a while
oh, the problem is 100% how many signs you have going on here
I removedthem. Framerate is fine
Deleting them didn't help at all while playing on DS, but we'll definitely have less of them if we ever start a new save just to help with performance. The problem is whatever causes frame rate lag when moving on DS. Looking around is completely fine on DS and it runs fine as online multi-player session and in single player
It’s just the demands/spikes on a single core. The server processes a ton of things all at once each tick. Movement causes a calculation to occur, looking around does not
Fun fact, that’s actually common across any game/server that is experiencing a bottleneck. The client will render fine at a high fps, and can look around the environment without issue, but as soon as the player moves, they experience stutter, lag, rubberbanding, or even disconnects
I assure you the framerate returned to normal. I loaded it onto a DS on an i3 10100 and connected from a 5800x3d
up on the scaffolds with all the lights, everything was normal
i deleted only signs, not streetlights
what is this server thing and can i join one?
you can make one. The software is completely free. There are no public servers, or lobby, or server listings
Hello, me and my friend plan on setting up a dedicated server via epic games feature, is there resources online that explain how to easily setup one and also add mods onto it? please let me know thank you
im trying to find videos on youtube but the vids are either pretty old or just ads for server hosting websites
!wikisearch dedicated+server
This page provides basic instructions on setting up and operating a Satisfactory dedicated server.
Dedicated server binaries are available for 64bit Windows and Linux systems. It can be installed using the Steam client (where it is listed in the user's library as a "tool"), its command line sibling SteamCMD...
Additionally you can ask questions in #dedicated-servers
okay thank you, and is there a seperate resource for how to add mods?
That I wouldn't know
Also a question for that channel and otherwise for the modding discord, which you can find a link for in #welcome
Oh whoops, I thought I was in #satisfactory
So then just ask here😅
question, it says to reccomend using steamCMND , however i have satisfactory on epic games
the server is free to download. you don't even need a steam account (for steamCMD)
epic is possible too
yes that i understand, im just trying to figure out if the setup is different with the epic games one
download yes. afterwards not really
i dont mean to be a pain, however looking at the dedicated serverpage, and alot of the information is just saying steam and steamcmd, im completely lost, i tried to assumingly skip to the port step to setup a port because everything above seemd like it was for the steam cmd, however in the satisfactory server terminal i cannot type anything to set the port
and as someone who is completely new to all these terms and words, its a bit cryptic but i am trying my best to read through it all and understand it
You need to specify the port as part of the launch arguments
Also keep in mind there are some (undocumented) changes in the latest experimental version if you want to play that version
Hello me and my friend are new to the game literally have been playing for a week now and we managed to make it to coal gens. But yet we are kind of struggling with power. Now yes I am wanting to make a huge power area so we dont have to worry about power for a while but whats a good way we can be able to make it?
I was able to find help thank you
setting up server, adding port forward on my wifi
stuck on step 5
where do i set my internal ip?
and how do i know / get the servers LAN ip, is it my ipv4? or my default gateway
i see "internal host" not internal IP address, i imagine there the same
but what is my servers lan IP? its my ipv4 no?
fastest answer comes form google. what is my IP
No, its the internal IP. The one starting with 192
i have two that have 192, the "default gateway" or ipv4
im unsure which i put into there
ipv4. default gateway is the router
Default gateway is your routers internal
ok, so i imput my ipv4 into the internal host section, FOR step 5, which is set internal ip to servers lan ip?
welp well check how this works then
lets hope, after hours, i figured out how to do this, lol.
hey so i believe, i setup the server wrong
i gave my friend my ipv4, what i used to set as the internal server IP
which is what i thought they use to connect to the server
but hes getting an error
however i am connected to the server and it says its on via the terminal
they need your external IP. so whatever IP you get from whatsmyip or similar services
but i dont remember adding my external ip anywhere or is that just automatic
your router already knows where it lives, the ISP told it
I am looking for a server to play on, anyone know a good website to find one?
Is there a known issue where you connect to a dedicated server and it works, disconnect, then then when you try to reconnect, it says the server appears to be offline? I have pause on last user logoff disabled.
They need to connect to your router, which then forwards the traffic to your server. Internal IPs are called internal for a reason
how can ppl join me on join directly not through server manager? encrytption thing
Server manager for dedicated servers, directly for without
Hey could I get some help with an issue im having with my server?
I'm having an issue with steamcmd where whenever I attempt to update my server I get the error "Timed out waiting for update to start, bailing.".
I had a look online and couldn't find anyone who got an answer to this problem, so I figured I'd at least ask here.
Linux server btw ^
I figured out the problem.
steamcmd doesn't play nice with absolute directories (which i was using) so changing the force_install_dir to a relative directory (~/...) inside the server update script was enough to get steamcmd to update the server correctly
it shuts down after the hosts leaves I can't find a fix for it, and seems no one else can either.
not using windows fixes it
and it is also fixed on experimental
Ever since the latest experimental build released, my dedicated server (hosted by indifferent broccoli) will crash at the scheduled restart/24 hour mark. Basically once the server says it's going to restart, it stays offline until I manually restart the host
Anyone else experiencing this? I even swapped out the save and changed the server restart time (to 4 am) and it still happens. This is build 399795. I posted in experimental but hoping someone here has more guidance.
Edit: Found that someone else has this same issue so added a comment on the Q&A page: https://questions.satisfactorygame.com/post/67d530a96b7c573196360a82
Wife and I recently started a new playthrough, I host the dedicated server on my PC and have the usual 'she's disconnected when I disconnect my client on the host machine' thing that everyone hates and is familiar with. What I don't recall from last time are more and more errors I'm seeing in the logs flying by at times. I saw one related to putting down a water pump that was able to find via Google, looks like a known issue. Here are a couple of other regular events, should I be concerned about bursts of stuff like this?
The 'notifying accepted' is normal, the warnings I've not seen before. Of there is nothing attached to them..
Can fix the disconnect issue by updating to experimental
Thanks. Server and everyone connecting needs to update to experimental? Any ramifications for existing save, etc?
I would suggest making a backup copy of the save, in case EXP is too experimental (happens)
We've always been able to migrate saves to a higher build number, but not to a lower build number
We tested some more and initially same results. Deleting signs alone, not much of a difference. Then we deleted all belts on the desert where the main problem area is, not much of a difference yet again. But when we deleted belts from the desert and all signs, we saw a huge improvement in FPS on DS running on my friend's computer. He said it was running at 60FPS. Which is nice and all, but it's still not as good as one of us hosting a session
I never got the time to respond to your issue my bad, I was wondering if you are facing this issue on our experimental version as well ?
hey all, what is a good australian server host? Looking for server max 4 people, that isn't going to cost so much
Is it possible to Upload my singleplayer world to a Server and continue playing or do I have to make a new one?
Fully possible, theres a tab for importing and exporting worlds in the dedicated servers
Can i choose what phase i start at on the dedi servers?
Say i dont want to bring my save but do want to start at the same phase.
iirc yes. Although Phase 0 is not supported (yet)
What type of hardware are y'all running, for those self-hosting? Considering upgrading my server and I'm curious what I should target
Mostly high clock speed is needed for DS, slow high core zeons will run worst than a newer fast and small CPU
Yeah I was going x99 but then realized like a 12100/12400 might be better
new and snappier cpu with big cache will do way better
even if it's smaller
best cpu will always be high power small cpu
my server's just randomly started failing to start. it's a linux server, and it was running just fine before but now it's giving me SIGSEGV: unaligned memory address (SIMD vectors?) and i can't seem to find anything like this that happens when the server starts
are you running it on a recent x86_64/amd64 cpu ?
certainly. the confusing part is why it's just now failing to start. it's been able to run for an entire day non-stop, so it doesn't seem like a hardware issue
are you running it on windows or Linux ?
linux
did you update recently ?
nope. i was actively playing on it just building some lights for my to-be megafactory
what cpu is it ?
you can do lscpu in a console to know
so not recent
no, but it still works well enough
do you have admin rights ?
yes, but they can't do anything if the server can't start
I mean for the Linux machine
oh, yeah i can do root access
sudo dmesg | grep microcode
will tell you if you have the latest "patch" for your cpu
I mean I can check the number but if you have an update it's better
i don't see how updates are involved if nothing changed before and after the errors started occurring?
why I'm checking that : because it involve memory alignment issues which are better supported on newer cpu
i see
that or a nasty bug in satisfactory but no one know until we check things
that will hint if you have an update loaded for your cpu behavior
this says Current revision: 0x00000028 and Updated early from: 0x00000009
so you have an update I will check if it's latest
alright
on lscpu you have family and stepping and model numbers
family: 6
model: 60
stepping: 3
also i just noticed the log also says that the memory offset is more than the malloc size? i feel like that probably could mean something to
is it possible the save was corrupted? and if so, how would i try using an older autosave?
it's nov 12 2019, so it's up to date
I don't know for the corruption, for rolling back you can open the server manager save tab and load an older one
but make sure to manually create a save before to not loose the current one
well the issue is that needs the server to start. can i do it as a command argument or something
you can move save files out of the save folder so the server can not load them
definitely not a corrupted save file because the error remained even after moving all the save files out
something changed
so either you updated the server or your Linux ?
or it didn't shut down properly ?
i did not update anything before or after the issue started popping up
did you check it's not in background anymore ?
yup. no processes active
did you restart your system ?
i just did that and it started working i'm so annoyed
so definitely something stayed stuck
some big fix for Linux as been released
so you may want to update to it in a week or so
I mean Linux itself
memory management stuff
yeah that doesn't sound like too bad of an idea
fixed kernels are
6.14+
6.13.8+
6.12.20+
6.6.84+
anything newer will have fair amount of fix
I would recommend to target this or newer
6.14.1+ would be nice, but not released yet
try to use a whole batch file with complete command line :
steamcmd +force_install_dir /home/st0rm/SatisfactoryServer +login anonymous +app_update 1690800 -beta experimental validate +quit
works fine for me
u have to recode this command for windown (steamcmd.exe and correct path)
this command will install the experimental version which is currently ahead of 1.0
NP. Experimental seemed to perform better, sometimes a lot better, but it still dips below 20FPS quite often on DS running on my server. The main difference is that it doesn't stay below 20FPS for long periods of time like it does on the release version. It's more of a dip and stutter instead of 5 fps for 5 seconds+ at a time. Server tick rate also seemed more stable on experimental. I haven't tested experimental DS on my computer or my friend's yet, but I suppose we could give it a go at some point
has the server automatically shutting down when you leave it on windows fixed at all
is there any fix
this is annoying asl
Current experimental has the fix
I run some game servers with docker on Linux via casaos, I've seen a couple dockerized versions of the satisfactory server. Is there a "better" one I should use, or does it not really matter?
That is good to know, I do not think i have read the entire thread, would be good if I can have your save file and we can take a look (I have another player's save file, unsure if i have yours).
I can shoot you the other saves later if you want. 1 has all belts removed from the desert, second has just signs deleted (there's a lot as decorations) and the last one has both deleted which runs the best.
Desert is the problem area, spawn (grassland start or whatever it is called) isn't so bad
you can share me the most problematic save you have..
I linked the worst one ^.
As a side note: We were experiencing massive server side lag spikes every time we modified our power grid. As in it caused rubber banding.
That turned out to be caused by a massive amount of connections in the grid. We significantly reduced power connectors and poles to make it a lot better.
100% our fault for adding a bunch unnecessary connectors in our road blueprint and we've since broken the grid into smaller pieces, which further helped
I looked at your video again, one thing I noticed in common between your save and our internal tests is that it seems to happen when you are moving around with a hoverpack equipped. Have you ever had this issue with hoverpack completely unequipped ?
I know the object count matters and how much stuff needs to be replicated has an impact, and as you say that the situation improved a bit on latest experimental. But I have a hunch that hoverpack is doing weird shenanigans in updating the source of it's power (just my theory, haven't verified, could be an entirely different issue).
is it normal that when you start a new game on dedicated servers the tutorial is always skip ?
yes
I was playing with their saves as well and enabled AGS fly mode, flew around with an empty character (no equipment) and it was also stuttering like crazy when moving around on DS
Using Shift+W would sometimes disconnect me, seemingly from moving too fast. So usually just had to use the normal movement speed
Do you remember the disconnection error message ?
I think it was just a generic timeout/lost connection, nothing special (was not the buffer overflow message)
how do i join
In general hover pack doesn't seem to affect FPS. It's still a stuttering 8FPS mess when driving an explorer on the desert floor away from any power grid connections. I'll have to double check if there's any difference without hover pack. These days it's just that rare for me to not have it equipped.
There have been a few instances of hower pack causing huge amounts of rubber banding though. Un equipping it and re equipping it have solved those issues. We aren't sure what causes that behavior. Usually it has happened when DS has crashed and rolled back the save while we were hovering. Something about the client thinking we are in a different position and the server saying otherwise maybe?
Another common weirdness we keep seeing during crashes is random crap being replicated at 0, 0 of the word. We've seen anything from foundations to wall power connectors that are still connected to the grid there. We normally just delete them with save edit occasionally
Server manager menu
then add server
then enter server info and add then you have it
Download, start, connect via server manager
how do i find the ip for it
Its the same as the system you host it on
ok thanks
I need to Find a good Hosting to Host my Map me and my buddies have created any ideas?
Hey everyone #dedicated-servers
Does anyone know how to force Steam to update a game? I recently updated my dedicated server and now I can't connect.
Note: I am **not **running experimental on the server or on my PC
Also note: my dedicated server has been down for a long time and I'm just coming back to the game now, so if I missed some sort of announcement on this I'm very sorry.
More details:
This is the command I ran to update my dedicated server:
steamcmd +force_install_dir /home/steam/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
It does not appear that I have opted into any beta... but reading about the patch history it appears my Dedicated server is now on the Experimental version?
Verify files integrity maybe ?
Its a button in the property of the game on steam
Tried that already -- file verified without issue
Based on the version numbers, it appears that, for some reason, my dedicated server is running on the Experimental version? Any idea how I downdrade it?
Oh yeah i know this one, 2s
Just add -beta public
In the steam lunch command for the server
Ok! I'll give it a shot.
Something like this:
(hold on need to find the freaking service file lol)
Should be something like this for you :
steamcmd +force_install_dir /home/steam/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 -beta public validate +quit
Yep, just trying to remember where the service file is in Ubuntu server...
Oh you installed steamCMD manually ?
Yeah I not running a container or anything like that
It should be a command or an executable file in the steam user, not root nor the main one
And if its an executable file, its in the linux32 folder iirc
Found the article which I originally used:
https://satisfactory.wiki.gg/wiki/Dedicated_servers/Running_as_a_Service
/etc/systemd/system/satisfactory.service
🙂
ohhh you installed it as a service
Bad idea?
service file updated.... rebooting...
yeah no good -- I'm going to try updating it with the -beta public directly
rebooting...
Can the steamcmd utility be installed on a dedicated separate machine without Steam itself being installed on that machine? I run steam on my main client PC and that's how I want to keep it.
Success! Thank you @spiral pulsar
ayyy nice ! you're welcome
yup !
great. I'll try that angle, then.
does it update the server where it needs to be updated, preserving saves and configs?
for exemple, my dedicated server is brand new and only have steamCMD installed
That is great news to me
yeah the files are saved on the machine, but the server itself doesnt upgrade unless you reboot the satisfatory server if im not wrong
gotchs
thanks again. I'll try my luck with it and come running here if i can't figure it all out. 🙂
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Installation just follow this and it should be easy enough
Hello, I'm running a dedicated server over Linux 8vcpu 12GB ram, running server with -multihome=0.0.0.0'. When opening the game client, the server get's stuck on connecting to server like 5 min an then it let's players connect. No mods, no configuration changes, does not change behavior independently of server runtime, players inside, local/wan network, etc...
This behavior is normal???
Just to add, i experience performance problems when using the hoverpack (big and regular CPU-bound frametime spikes even in singleplayer). I guess that it has trouble with evaluating which power sources are in range, and swapping between them - especially when many are involved nearby or on the grid.
I have one powergrid on my world and ballpark maybe a thousand connections on it.
I'm considering trying to alleviate it with a mod, because being able to hover and reach machines from further away is very convenient but stuttering when you strafe around placing a bunch of new buildings makes it very difficult to do so accurately.
how do i upload blueprint to my dedicated server i host, in the Factory game folder of where the server is installed like where the server exe is has no saveGames folder then i looked in the local app data folder and in there, there was no BluePrints folder, should i just create them??
I was wondering if someone can help me, im using a 3rd party website to host my server but im having issues.
When i opened the usual game i have a version mismatch and managed to solve that by just loading the game on the experimental version.
Now when i am loading into the game i just get a loading screen but i can hear game sound I.e chainsaw/ sword swinging.
Anyone have any idea's on this?
@eternal radish fwd your port (normaly 7777) and the port +27777 too tcp and udp
in experimental you need to fwd your port and calculated port +20000
bad english sry xD
Thanks for this, im not sure how to change the port to +27777 on the hosting website im using. Would this be in a specific file?
Doesn't look like i can set a specific port with my current hoster. Anyone have any recommendations for hosting and one which would be easy to transfer a save file over? I'm pretty useless at this.
Is lag on hosted dedicated servers just par for the course for this game? I'm using AWS, tried 2 different regions, increasing HW to r7i.xlarge (4 vCPU, 32GB ram, 30GB SSD) and doesn't seem to have any impact on performance.
Playing solo or with the 1 other person doesn't seem to make a difference either.
Just tryin to understand if I should keep troubleshooting or if this is just normal and I should play the game with that in mind
What kind of lag do you experience?
When I am out exploring or get into combat, there's sometimes large delays when switching to weapons, firing and aliens can teleport around
The ping goes from like 20-40 up to 300-400
Hypertubes are super choppy
If I take the save game and load it in singleplayer everything is butter smooth
that does sound more like a server performance problem
maybe try a dedicated game hosting service. aws might not be the best choice in this case
Ok - not normal then for dedicated servers to behave like this? Feel like everything I google is the same kind of experience, although I realize people with no problems are not posting.
Anyone else~~ running experimenta~~l getting thousands of 'ran out of memory' event log messages?
Actually, looks like I was getting this before I was running experimental (I installed experimental last night, was on normal prior) - so to rephrase, is it normal then to get 'ran out of memory' in event viewer when running a dedicated sever in windows?
if on linux then /home//.config/Epic/FactoryGame/Saved
Rubber banding type issues you are describing sound like you are running it on some over committed VPS or the vCPU cores are just bad in terms of single core performance. That part doesn't sound normal. Part about Hypertubes sounds normal to me. Although they started getting bad only after a few hundred hours in with a bunch of infrastructure built for us.
Experimental runs better, but the main thing is to give the server a beast of a gaming CPU. This is one of those games that don't care how many cores you throw at it, all it cares about is single core performance.
It's also not the best performing server software to begin with. You'll have much better results running in single player and opening your session for your friends. There are save sharing scrips to sync the save files across to everyone playing as well
Sounds about right, probably not worth the price for more processor power on AWS.
Can anyone help at all?? I have recently upgraded internet and had to re setup the port forwarding. Sorted. Whilst there I updated my server to experimental and removed all saved data to restart server fresh.
Server is working, loading the save logging activity etc. set up the save and authenticated from second machine. But here lies the problem, we can connect to the server and the server accepts the connection everything looks as it should on the server side (using steamcmd on windows) but on the connecting machine it is just stuck in the loading screen with games atmospheric sounds playing. It won’t actually load the game in just sits in loading limbo. Any advice at all would be greatly appreciated
Thank you, testing now
Thank you very much 
Do we know if it will be possible to play 1.1 on a dedicated server when it comes out tomorrow?
Asking Im setting up a Dedicated via Steamcmd on Linux and its constantly crashing when loading the world
Hi! Are people here currently using indifferent broccoli for hosting? I had heard good things about it back in the day, but I tried their website today and seemed broken so I got a bit spooked. Probably an overreaction but I wanted to hear opinions in case I missed something. Are you still using it? if not, what made you switch?
I also would like to konw
They always release DS with the client updates, so unless something is different about this release.. then the expectation would be the same as always. We wont know until its released for sure however
Hello, any one can help on this please? 🥹
Behavior is certainly not normal, are you able to join once it 'connects'?
Yes
If you remove and re-add the server, does it immediately connect?
There is a bit of a quirk with the Server Manager in terms of how it handles server connections if you sit in the Server Manager screen for awhile, but I think it was/is resolved in the latest exp
I've tried that, also reinstalled the server from scratch just using the same save in debian, ubuntu and nothing changed
And it just stays in the 'connecting' state after you remove+add for the period again?
First I've tried with -multihome=0.0.0.0' to ensure it to use IPv4 as IPv6 is not enabled in my network but nothing also
Probably have to look at the logs honestly,
Correct
And after 5-10min it just loads
Ehh multihome is a thing of the past in terms of requirements with 1.0 unless your server machine is actually multi-homed (has muiltiple gateways across multiple NICs)
Meanwhile you can see in the server logs the server accepting connection
NotifyAcceptingConnection accepted from: 192.168.1.10:53773
And once the client connects you see the logs ouptut during more or less the same time you waited the connection established message
Happens with a new save as well?
The server is 'up' and this issue occurs right? Dedicated certainly doesnt load instantly and depending on the CPU and the size of the save it will take time to load up and be ready (mine takes about 3-4 minutes from cold start to load a ~25MB save), but once that has taken place it should work fine until the 24h restart interval