#dedicated-servers
1 messages Β· Page 135 of 1
Got it okay, yeah not normal to see that - first instance I've heard of that occurring and I'm here quite a lot
It seems not to happen with a new save, that looks creepy
It's not my first server on that machine an that never happened
But seems to be save related
Was the save ever used with mods?
No
You can try to upload it to SCIM and just re-download it, maybe it can catch and fix something that is buggy?
Alternative would be to create a new save and blueprint your world with SCIM then import it again
Srry SCIM?
All of the milestones/progress would be reset but you can certainly import any stage of a factory into any save and just re-send the milestones/MAM/HDD research (could also just check them off in SCIM)
Has an interactive map that lets you manipulate your builds and the world progress in pretty much any way you can think of
Hello can you help me server crashes when creating game
Would have to see a server log file, ideally the crashcontext.xml to troubleshoot that
But first, are you using a VM to host it?
NIXOS 24.11 VM
hello guys do you know how i could find or rent a dedicated serv for satisfactory bc its kinda anoying when my friend isnt online i have to wait for him to connect to be able to play on the world
check the pinned messages: https://satisfactory.wiki.gg/wiki/Dedicated_servers
There is an easy way too if it's just the two of you - send the save file back and forth :)
Cheaper than renting a dedicated server too
I am trying to join my locally hosted dedicated server running experimental and am met with an infinite loading screen though I can hear behind it everything is loaded and working fine
i tried joining my local server and it somehow imported my character inventory and HUB progression from a different save file over to the brand new world, anyone know how to fix this? π
Alright friendos. My dedicated server is at a higher version than the game and I'm not sure how to resolve that. In it's current state there is a version mismatch and I can't join. I'd love to know how to fix this.
Is your server running the experimental branch?
So it was and I switched it to public and resolved the mismatch. I then had to delete the server settings to reset the admin password
glad you got it resolved!
Yeah thanks read through so many forums and articles and guides
Does anyone know a good and legit place to rent a satisfactory server for my friends and I ?
Hey gang,
Updating my server, I noticed this on the patch notes :
This change requires you to open your current TCP Port (7777 by default) on top of the already open UDP port, you also need to port forward the same port as the game port (7777 UDP by default) +20000 TCP (27777 TCP by default)
I am a bit confused as to which port to forward, can someone ELI5 it to me ? I had 7777UDP/TCP forwarded, do I need to add something ?
You need to also Open the Port 27777 if you use the port 7777
If you have your Server on port 7788 you need to open 27788 too
so the Gameserver will use the port +20000 too
this canΒ΄t be changed currently, i brought this up in the last dev stream, Mikeal have note this because the port should be changeable
Honestly I am suprised it doesn't have support for SRV records?
Ohh wait nvm, it will attempt to bind to that range, I thought the client would look at that range
it's a server on my local network though, shouldn't need portforwarding right ?
Hello Is someone able to help here cause @grim mica isnt online eh I have a dedicated running on a NIXOS 24.11 VM and it crashes when trying to create a new savegame it has none installed so far just trying to create the first one
sounds like permission issues if you ask me 
I am logged in as admin
running the server as root? π
yh on NIXOS 24.11 VM yh I have a private VM on a server with NIXOS 24.11 so I have root access to console and server in the server manager
so in server manager I am admin+
@glad nest
try running ls -lah on your save folder, if its even created
only thing i can think of that is making sense is permissions tbh
and have you set the correct permissions...?
this is what it spits out for ls -lah
launch.sh is just running steam-run FactoryServer.sh
if you are not afraid of breaking anything...
chmod -R a+w .
did you remember the . on end?
now it does nothing it didnt give me an error or sth and new line
try your server again now
ok
now it shouldnt be permission issues atleast
crash
logs?
<Error>
<Code>SignatureDoesNotMatch</Code>
<Message>Access denied.</Message>
<Details>The request signature we calculated does not match the signature you provided. Check your Google secret key and signing method.</Details>
<StringToSign>GET 1743507018 /crashfiles/chT2RZmeLPmB9Tqix9rK.tar.gz</StringToSign>
</Error>
what else
<Error>
<Code>SignatureDoesNotMatch</Code>
<Message>Access denied.</Message>
<Details>The request signature we calculated does not match the signature you provided. Check your Google secret key and signing method.</Details>
<StringToSign>GET 1743507204 /crashfiles/jI04OuF2Dt7S9GZJZtD2.tar.gz</StringToSign>
</Error>
Tried again same log
is the time of your machine right
is that your whole log file?
wait
Log file open, 04/01/25 13:26:12
LogInit: Display: Running engine for game: FactoryGame
LogInit: Display: Project file not found: /home/mekacat/SatisfactoryDedicatedServer/FactoryGame/FactoryGame.uproject
LogInit: Display: Attempting to find via project info helper.
LogUProjectInfo: Found projects:
LogPakFile: Initializing PakPlatformFile
LogIoDispatcher: Display: Reading toc: ../../../FactoryGame/Content/Paks/global.utoc
LogIoDispatcher: Display: Toc signature hash: 5F1923BBF0E6A0504C4350BDB5AB7CB986CB843C
LogIoDispatcher: Display: Mounting container '../../../FactoryGame/Content/Paks/global.utoc' in location slot 0
LogPakFile: Display: Initialized I/O dispatcher file backend. Mounted the global container: ../../../FactoryGame/Conten>LogPakFile: Display: Found Pak file ../../../FactoryGame/Content/Paks/FactoryGame-LinuxServer.pak attempting to mount.
LogPakFile: Display: Mounting pak file ../../../FactoryGame/Content/Paks/FactoryGame-LinuxServer.pak.
LogIoDispatcher: Display: Reading toc: ../../../FactoryGame/Content/Paks/FactoryGame-LinuxServer.utoc
LogIoDispatcher: Display: Toc signature hash: EDCD44B30B3F32445597D347825FE1D5C9AD60C3
LogIoDispatcher: Display: Mounting container '../../../FactoryGame/Content/Paks/FactoryGame-LinuxServer.utoc' in locati>LogPakFile: Display: Mounted IoStore container "../../../FactoryGame/Content/Paks/FactoryGame-LinuxServer.utoc"
LogPakFile: Display: Mounted Pak file '../../../FactoryGame/Content/Paks/FactoryGame-LinuxServer.pak', mount point: '..>LogICUInternationalization: ICU TimeZone Detection - Raw Offset: +1:00, Platform Override: ''
LogInit: Session CrashGUID >====================================================
Session CrashGUID > UECC-Linux-8E8E073337AC423BBB1F0FEFE1347394
Session CrashGUID >====================================================
LogConfig: Using compiled CustomConfig FactoryServer
LogConfig: Warning: Found a deprecated ini section name in ../../../FactoryGame/Config/DefaultEngine.ini. Search for [/>LogConfig: Warning: Found a deprecated ini section name in ../../../FactoryGame/Config/DefaultDeviceProfiles.ini. Searc>LogAssetRegistry: Premade AssetRegistry loaded from '../../../FactoryGame/AssetRegistry.bin
here
@glad nest
her is full log
hva user are you running the server as?
even more certain there is some permission funkyness going on
mekacat
reinstall dedicated works maybe ?
Hi,
Is it possible to use domain\subdomain as hostname when connecting to a server? eg: server1.mydomain.com / port: 7777 | server2.mydomain.com / port: 8888
Having both on the same machine, using different ports.
I was trying to setup a Cloudflared tunnel but I'm not sure which protocol I should set there, tried TCP but does not seems to work :
Any advice on this? Thanks.
nope
Yes u can configure CNAMES for server1 and server 2 with different subdomains on your DNS Provider.
U dont need Cloudflare Tunnels for this. Its only importend u change the Ports maybe all of these, Game / Query / Beaconport.
For the connect in the game set up the right port for the right cname.
what a machine is this ?
Subdomain only works for HTTP/S or if they are on different IPs. For Satis Server the ports are more important.
And you need both TCP and UDP
hm okaaay, my servers running on debian without permissions, startup or another issues.
why nixos ?
cause its on the server and not mine and they decided
and its a crash on world load or creation
because the person that is running the cluster decided it was a good idea, and it did work for everything we needed, up until now
I'm using the tunnels to avoid having to open ports on my side.
I've this working for other services\apps on my server.
This is where I set it up:
Service Type available are:
HTTP
HTTPS
UNIX
TCP
SSH
RDP
UNIX+TLS
SMB
HTTP_STATUS
BASTION
Then you can't use tunnels
NO UDP no Tunnel
Use an Wireguard VPN for access on your servers
pretty easy and minimal latency
Wireguard won't work over tunnel either btw
what u mean ? I simply meant using Wireguard instead of Cloudflare.
Why wouldn't that work? The VPN transmits both UDP and TCP packets?
no need, server is local.
I just don't want to open\expose ports, and I don't want to expose\share my WAN IP.
then configure your dns local u dont need to access any dns on web
Wireguard for general traffic works
I meant WireGuard specifically over a cloudflare tunnel because it uses UDP too
using that setup, even if you resolve the subdomain\domain you don't get to my wan ip because it gets "masked" on CF.
that's all I need
Completely irrelevant: If you don't want external access to the Satisfactory server, you don't need to use any settings from Cloudflare or any other online service.
Adjust the local DNS settings and point to the correct server via subdomain + port.
Why should the WAN IP be leaked if there is no DNS entry on the root servers?
I want users\players to join the server, and for that I need to give them my server WAN IP, which I don't feel safe doing.
So not just local after all...
for me and other player it's local, for other 3\4 it's remote
maybe help this, that can raw udp and tcp packets.
https://github.com/fosrl/pangolin
1.1 broke my ability to connect to my dedi. Now I just get this error.
did it already completly started? what's on console log?
yes, its already fully started. I'm using pterodactyl panel. Let me re-log and see if I can catch the error from the console.
ill have a look at it. I'm using https://github.com/cloudflare/cloudflared atm
As I said, it won't help you because it doesn't support the UDP protocol.
Tailscale, Pangolin, etc., can be used if you configure them.
The most you could do is give the server a second NIC, meaning a different IP, and then point server 1 to the first IP and server 2 to the other.
I don't know if that would work.
ahhh I missed the patch notes. I had to add port 8888 into the allocation and assign it to the satis server in pterodactyl panel too.
#patch-notes message
Currently setting up the server, I will say, I do kinda dislike the server being managed via the ingame GUI, especially with hosting it in my homelab it's really nice to just be able to connect after configuring it there. but besides that pretty nice
yup I just came to the same conclusion : added 8888:8888/tcp to my docker compose file and now I can log into the game
satisfactory-server:
container_name: 'satisfactory-server'
hostname: 'satisfactory-server'
image: 'wolveix/satisfactory-server:latest'
ports:
- '7777:7777/udp'
- '7777:7777/tcp'
- '8888:8888/tcp'
volumes:
- './satisfactory-server:/config'
environment:
- MAXPLAYERS=4
- PGID=1000
- PUID=1000
- ROOTLESS=false
- STEAMBETA=true
restart: unless-stopped
deploy:
resources:
limits:
memory: 16G
reservations:
memory: 8G```
I was able to connect it and start it, but it would get stuck on "starting landing sequence" or close to that, I just added 8888 TCP
Same setup as you in terms of docker compose
was just about to mod my pterodactyl setup to try
yeah same behavior, now it works with 8888 added
should we remove 7777 now ?
Forward 8888 ? Locally it works, but I haven't tested for offsite friends π
7777 is still used for control from what I can see
8888 Seems to be the actual gameplay port, so I assume it's needed
ok, I filed an issue on wolveix github so he can check it out and fix the documentation accordingly
Yee π
Thanks for filing π
yeah both ports #satisfactory-experimental message
thanks for making the docker π
From skimming the patch notes, it sounds like 8888 will be replacing 7777 as the default in the future?
nope, both ports
Gotcha, thanks π The patch notes weren't too clear on this
yeah i asked in the other channel #satisfactory-experimental message
I'll add the new port as configurable following the patch notes π Thanks!
Does someone know if i need to change the startup command if i use pterodactyl?
Currently i have this:
./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -Port={{SERVER_PORT}} -ServerQueryPort={{QUERY_PORT}} -BeaconPort={{BEACON_PORT}} -ReliablePort=8888 -multihome=0.0.0.0 $(if {{DISABLE_SEASONAL}}; then echo "-DisableSeasonalEvents"; fi)
anyone else having problems creating a new world/save on the server? when i crate a new world the clients are stuck on a endless loading screen.
if i create a world on the client, save it und upload it to the server, it works just fine
my current startup command after manually adding the extra port is: ./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame -Port={{SERVER_PORT}} -ReliablePort=8888
alright thank you
you will need to add the extra port via the allocation if you didnt already
i did but i got confused with the new port and added it as main port instead of 7777
i asked in the other channel to make sure what ports before i changed anything
I am also experiencing this issue, will try the local creation and upload.
got this too
Local creation then upload works for creating a new save.
That saves me a lot of headache looking into connection issues. Thank you!
Is 8888 the new server connection port replacing 7777? do i need to amend my dns records?
need both ports
okay so allow 8888 on tcp and udp. server connection still on 7777?
so i've lost external connection to my server for no reason. fun π
if it is remapped to different port via nat, then looks like another flag on the startup has to be used
What is the best Host Provider for a satisfactory server ?
Hello, since when the 8888 ports is needed ?
Does someone know eh should I run a dedicated on nixos lr does it not work amd @supple heath only for experimental servers since last update
can i make a dedicated s erver for experimental?
I host at home my own DS but I lost the access from external network
I've just added the 8888 port on my firewall I'll try
BOY IT WORKED !!
Who I need to kiss !?
ah nvm
does anyone know why i get this issue when making a new experimental server
7777 udp also needed ? or just only tcp ?
it's both I'm pretty sure
im using a hoster, im nto running it locally on my computer
I have UDP/TCP 7777 and UDP/TCP 8888
well, can you show more of the log?
7777 for Stable and 8888 for Experimental I guess
probably an issue with the hosting provider, ask them
Itβs 7777 UDP and TCP, and 8888 tcp
even for experimental?
because im hosting two servers with the same port then
whyy is it 100GB for me????????
if you can open a console yourself try executing chmod u+x /steam/FactoryServer.sh
i will try
??
ok well, I dunno. Game server host is messing something up I guess. Seems like it fails to download the game
you can't choose where it installs at all?
In Windows you can though. π Not sure with Linux based things.
You can, but the game server host is taking over that part "to make it easier"
only something probably broke on their end with experimental?
i ran the dedicated server and it went so well, but now im having problems with my ENTIRE server crashing, like so bad that it doesnt awsner to pings anymore π
Did you try to turn it off and on again? :p
Testing port 8888 it appears they moved the Control Line off the same port number from the TCP port for connection
well im pretty much forced to since the OS itself crashed π
ports for experimental #satisfactory-experimental message
I'm guessing the linux experimental build for 1.1 isn't live yet?
its live, i have it running on my server
Ah weird I restarted the service and it's working now, thanks!
THIS. Also people need to open 8888 TCP on your router if they self host
server crashes alot for me (dedicated win server) for new 1.1. anyone else having issues?.. gotta get the log and post in the Help channel i guess? π
yeah same issue, fresh world and 2 crashes so far within 1 hour of gameplay
doing fresh start myself.. 3 crashes so far ...
Are the crashes when doing the same thing or seemingly random? New or exisitng world?
seemingly random
Can you read the log/crash context? At least in the past you could tell what subsystem was causing the crash, just curious if its obvious in there
Don't need to open it on the router if you are connecting locally, but if you are connecting from outside yes(my current server is running locally cuz for now it's just for me)
https://questions.satisfactorygame.com/post/67ec14056b7c573196362460
made a post here with 2 crashlogs
but atleast 8888 TCP and 7777 TCP/UDP need to be available, wether you are on the same LAN, or have to port forward it if outside of it
Generating report for minidump
Application version 5.3.2.0
... built from changelist 403662
OS version Linux 6.8.12-5-pve (network name: 516a6c23-a97a-4c68-b1c3-e9dde909218e)
Running 3 x86_64 processors (3 logical cores)
Exception was "SIGSEGV: invalid attempt to write memory at address 0x0000000000000003"
<SOURCE START>
<SOURCE END>
<CALLSTACK START>
libFactoryServer-ReliableMessagingTCP-Linux-Shipping.so!FReliableDataTransferProtocolReader<FReliableMessagingTCPAsyncConnHandler>::ReadCycle() [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/../../FactoryGame/Plugins/ReliableMessaging/Source/ReliableMessaging/Public/ReliableMessagingProtocol.h:434]
libFactoryServer-ReliableMessagingTCP-Linux-Shipping.so!FReliableMessagingTCPAsyncConnHandler::Run() [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/./../../FactoryGame/Plugins/ReliableMessaging/Source/ReliableMessagingTCP/Private/ReliableMessagingTCPAsyncConnHandler.cpp:77]
libFactoryServer-Core-Linux-Shipping.so!FRunnableThreadPThread::Run() [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libFactoryServer-Core-Linux-Shipping.so!FRunnableThreadPThread::_ThreadProc(void*) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:187]
libc.so.6!UnknownFunction(0x891f4)
libc.so.6!__clone(+0x3f)
<CALLSTACK END>
0 loaded modules
Report end!
yes, I assumed (wrongly) that people self hosting would do it for them and their friends, but sur in you are on your lan there is no need for forwarding.
Oh jeez.. the networking system both crashes are basically the same though
Some people also use tailscale or similar solutions
Are you both on Linux?
How about @wet adder?
Well.. they obviously significantly changed the networking system between 1.0, old exp (as of yesterday) and 1.1 exp.. all 3 have tweaks to them with 1.1 being the most changes by far
And getting the same thing on Windows, so at least not OS specific
Just wanted to say thank you for the port 8888 thing, resolved my issue π
Windows... made a post in the questions-and-help section with callstack and error message..
I am able to crash the server by simply sending trash data to 8888/tcp (/dev/urandom to port 8888 via nc). I guess there's some missing validation in the new RealiableMessaging stack
Even a simple scan-and-send-small-data portscan can crash the server lol.
we switched our dedicated to experimental but we are not able to join, or lets say, we join and "hear" the other one joining/leaving but screen stucks in the loading process
it does work when we create a new save game
make sure to have the new port open as well #satisfactory-experimental message
@Macie we did open the port but didnt help and with a new savegame everything works
just with our 1.0 savegame, we have this issue :/
Any idea how to add in the second port of 8888 to a truenas app? Is there an environmental variable we can define?
Hi did someone of you already found a workaround for the dedi server crash in 1.1?
did some dirty shit and blocked all traffic via iptables / ip6tables except for the legit players. not nice, but I don't see any other workaround for now until Coffee Stain Studios has solved the issue
Ok hmm, a bit annoying but at leasts its not crashing every 2 minutes xd
since I am running everything in Docker on my host (and use network_mode: host for the satisfactory server too), I built this small website (link to GitHub) to allow the players to grant access on their own. use with caution, only tested on my system, I do not guarantee for anything and will not give any support for this project. If you understand what this is doing, feel free to use it.
https://gist.github.com/sinuscosinustan/311a17dccdb7d5c2f9b80cc9be179242
you need to add 8888 tcd, see my message here (I use docker compose) : #dedicated-servers message
I've found that setting -ReliablePort=NNNN causes the game server to bind only to IPv4. If you want IPv6 to work, consider dropping this option.
@plush cedar no success but it does work on a new savegame :/
weird, have you rebooted the server (I assume you did but just in case)
yes and the client multiple times π¦
it's the exact same behavior I got though (see messages earlier today)... and the 8888 thing fixed it instantly.
the old save game does work locally
a new save game does work on the dedicated server
but our 1.0 savegame does bring the issue with being stuck in loadingprogress
yup, that's what I had too, maybe something is wrong with your port ?
we will try an older save game just in case
but if the port is wrong, shouldnt it also be broken with a new savegame?
i guess theres not a thing like "if you have space elevator, you need port 8888" π
That's a good question, I don't know it seems all kind of weird this port shenanigan
it's running on linux ? installed how ?
ubuntu, via steam cmd, no virtualization
just tried a very old save (from ficsmas) it works
we try some other older saves
a savegame from february is not working π¦
christmas version works
my 1.0 solo save would toss my server into a error loop, that i would have to force restart the docker container, but it would load the 1.0 save on the restart
the server does not give errors, it is just that the client does "progress" the loading for ever
we even head the cassette player and the working machines :S
My dedicated server crashes quite often now...
LogWindows: Error: appError called: Assertion failed: false [File:D:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Public\ReliableMessagingProtocol.h] [Line: 478]
If its not a know issue, should i file a report of some sort or is this known already?
Experimental branch...
already reported, see the messages above.
sigh thanks for the heads up!
Hey Wolveix. I'm using your docker container through my TrueNAS server. Thanks for pushing the updates so quickly this morning. The app hasn't been updated to point to the new docker container though. Do you know if there is a way to force the update?
Hey! No problem π You can either manually set your image tag to v1.9.7, or force a pull. I don't have much experience with TrueNAS myself, so I'm unfamiliar with how to force image pulls there
But changing the tag should work no problem, just remember that it'll rebuild the container with the new image, so make sure your binds have been configured correctly to avoid data loss
Thanks! Yeah, it seems like the problem is on the TrueNAS side. Forcing updates like that seems to be a pain.
Do you know if there is an environment variable we can set to add the new port? The TrueNAS interface lets you easily do 1 port, but multiple funcitonality seems to be missing.
I added an environment variable so that it's configurable, but you don't want to adjust that. You should just be able to just publish the port within the TrueNAS config alongside your two existing ports (you should have 7777/tcp, 7777/udp, and 8888/tcp)
Yeah, that seems to be my issue. The TrueNAS interface will allow you to do one port (combining tcp/udp), but not add another numerical port
That can't be right π±
anyone know how to make rented servers work i have 6 ppl waiting for the 1.1 today lol
i can access my control panel but no one can get pased the loading screen
i know the new port that was added for the elevator is the problem but i cant seem to find how to add the port
probably got to open a support ticket with your host
I could be wrong. But the interface through the "Apps" won't let you enter anything besides one number. No commas, colons, etc.
Can you add a second entry alongside the first?
No, there is no way to add a delimeter.
This is why I was asking if there was an environmental variable I could set
No, I mean a whole separate network configuration entry, e.g. as if for a different game.
err, i had to open up both tcp and udp for 7777 and 8888 to get my server working
im trying to run a dedacated server on the experimental branch, I have ports 7777, 8888, and 15777 open but i keep getting this error
NotifyAcceptingConnection accepted from: [::ffff:47.231.143.138]:15598
The server dose show up in the server manager but if i try to join it just loads indefinatly (i let it try for over 2 hours)
Hi Sorry if this has been discussed (there are a lot of posts today) but running experimental on a dedicated server but when we load into the server/map, the loading screen never goes away but the audio in the background is the game and I am hearing myself spawned on the map. This a known thing or is there a workaround? Like I said, sorry if this has been asked a few times.
Port 15777 hasn't been used since 1.0, for 7777 make sure you have both TCP and UDP open
i do have tcp and udp
mine is the same sitaution
Ahh interesting. Not in this UI. But I'll look into a workaround to do that.
Was just dropping in to say the same, infinite loading screen
i was haveing this issue before 1.1 dropped too
Check if it the issue persists with stable rather than experimental. If it does, you have a config issue
If it doesn't, it's likely a bug with the experimental build
stable boots fine
Likely an issue with experimental then. I haven't been following the channel too heavily since experimental released, but there's a good chance others have already experienced the same
Better question, has anyone here logged into an experimental server today, successfully?
If you're trying to load with an existing save, try a fresh save instead
ill try
Yes, they have
yeah i have been on an experimental server today
Was it a fresh world?
i loaded a fresh world, and my solo 1.0 save, though that took a restart to get working
Same here
Yeah seems to be a bunch of us
I can load my game on single player no problem, but dedicated server just sits at load screen. Server says I'm logged in.
the issue is persisting on a fresh save for me
the solo 1.0 save i loaded to my server, made it go into an error loop, but it would load it up on startup
it would scroll the console so fast i had to screen shot it to see the errors
Does this mean anything to anyone? Not sure if helpful or normal errors.
mine just says NotifyAcceptingConnection accepted from: [::ffff:47.231.143.138]:15598 over and over
Same thing here
i have those and can get in
Ah ok so not so useful errors then
im running the deticated server from epic games on a windows pc
(for us at least)
Tried a new map too ... same issue
Yeah, most of the errors can be discarded
Are you trying to join on the same system? From within the same network? Remotely?
If local, are you using the local IP, or your network's external IP?
I have a ded server box. Tried LAN and WAN. And no issues with 1.0
And you've configured port 8888/tcp?
People were saying infinite loading screen is due to not having both ports (7777 and 8888) open.
im tring to join on a seprate pc in a setrate state, im using the external ip, i know the ip is corect cause it worked on the normal
let me open 8888
You should use the internal IP
i have both open
is 8888 a new port?
Yep, that's what I figured
Almost all the issues in this channel are due to network configs π
Yes
And you have it forwarded through your router?
yes
Use the local IP. Satisfactory does not support local to external connections well at all. Regardless of whether it's worked for you in the past
alrite, ill try
I pay for a server with Bisect. I logged on successfully not 2 hours ago into a 1.0 save. Only change was 1.1 install on both ends
is 8888 changeable?
Assuming port 8888/tcp isn't configured on their end as it's new. There's your problem
This did the trick for me
I opened UDP/TCP 8888
Yep, -ReliablePort param
Opening the port 8888 worked!!
Always the way lol
I can connect via WAN
Enjoy!
Thank you!
it just says no server running when i try the internal ip
Then you have a problem π
You all are connecting through the in-game "server manager" with 7777, correct?
yes
Double check your network config π
i have both sets of ports open
Is the server Windows or Linux? Did you allow the port through the system's local firewall, in addition to your router's?
windows, and we use this pc for servers a lot so the firewall isnt blocking that
Well, something is blocking the connection π Just double check every failure point, the system's own firewall, your networking configuration, etc.
I know it's frustrating, but it's a networking issue and nothing else. You can do a port scan from your local machine to the server within your network to verify whether each port is accessible and accepting packets
using the default ports or are any of them remapped as other ports?
Default ports
did you check the console to verify that it bound the the ports alright?
How would I do that?
is it running as a service or in a console window that you keep open?
Console window, running from the dedicated server app on epic
not sure about epic, but from steam, in the console window you can read that it binds to the ports for instance:
and about 4 lines up from that i saw it started the listener on port 7777
since it looks like it bound to both ports, need to double check every device between your computer and the server then that both ports would be open
The computer firewall let's them through, and they are open on the router
This time instead of staying in the loading screen forever it kicked me
we have the same problem, any solutions yet?
i guess so
I've been having this issue on experimental since before 1.1 is the annoying thing
Required changes in the config / startup from what I can see. Pushed out a image to handle the cfg/startup which let me in (atleast from what I could tell hah)
Oh shoot, hahaha
How to implement? Restart with validate enabled?
@nimble wraith, and thank you!!
Should just need to boot the server (or restart it), so long as the server is setup with Experimental as the Beta ID itll edit the cfg/update the startup command
no problemo π«‘
when i try and join my friends server it says wrong game version but im running the newest ver not bata ver so is it a server thing or a client side problum?
looks like the server is running experimental n you arent
how would i fix that in the server config?
These server crashes on 1.1 are fuuuuuuun
Depends on the host / how its being ran, essentially the server needs taken off the experimental branch. But I can only really guide ya in terms of what our panel uses π everyones different
The easier thing, is just put your client on 1.1 experimental
fair i want to switch to bisect cuz thats what i usse for minecraft
Has anyone figured out the dedicated servers infinite loading screen glitch
@sturdy gust I am facing issues (messaging port not open, endless loading screen) when assigning any other than the default messaging port.
I assigned port 8889 instead.
When searching the server logs one thing popped up:
LogInit: Command Line: -Port=7778 -ReliablePort="8889". Should there be "" around the -ReliablePort value (compared to the -Port value)?
The following log line also is only present if I have left the default port value [ 0]LogReliableMessaging: Server streaming socket bound to port 8888 but is missing when a different port value is specified.
(using 1.9.7 )
Did anyone resolve the stuck loading screen issue of 1.1?
@sour dirge
ah, 8888 must be an experimental branch thing.
I changed the default port for my server
Server changed my server port to 8888 still not working
Has someone found a way to play 1.1 on dedicated servers?
If you're linux, don't forget to update linux rules
Where and how do I do that?
are you on ubuntu or something else
Host havoc currently i do have a evlbox server too
Is it a script line I need to add to gameini?
for mine, I had to update UFW. I use Ubuntu
What is that
It's the linux firewall
installed by default on Ubuntu
if you didn't use it, don't worry about it.
>>>>Updating my firewall to allow port 8888 fixed the loading screen issue<<<<
I had host havoc change my default port to 8888
Update: the server randomly changed it's own ports up one port. Don't know why.
Installed satisfactory (experimental 1.1) server via steamcmd on a windows server instance. Set up a game and everything but I can't seem to find the game.ini or serversettings.ini file anywhere. Looked in localappdata and the install directory. Do I need to create those ini files? -- I have the server running and I and my remote friends may join, but I just want to increase the player limit
So it's at 8889?
I restarted the linux process and it's back to 8888 / 27777
(27777 was my non-default choice)
It uses both.
And it's working?
Ss-plnut?
sudo ss -plnut
Per the patch notes, it'll do that if it can't bind to port 8888
I'll try another server update
and update your firewall rule to include both ports
Fixed the custom port config, but it sounds like you have a connection issue between your container and your client. Make sure you're explicitly opening 8888/tcp on the container's host
How do I do that
the same way you did when you setup your dedicated server to begin with. On your router's Firewall page, plus locally on windows or linux
Sorry for all the questions this is frustrating I have 3 people waiting on me
@cloud idol sounds like you have a managed service. You don't need to change your server's defualt port from 7777, they need to open 8888 in addition to 7777
Only Host Havoc can do this for you
I never touched my firewall
ohhhhhhh. He's using a service
Ohbthay makes sense so I need 7777 and port forward to 8888
Yeah, you need 7777/tcp, 7777/udp, AND 8888/tcp opened for the experimental release
This is new for the experimental release, so most providers won't have implemented this on their ends yet
Open a support ticket, and explain this to them. They should be able to open 8888/tcp for you (make sure they reset the original port back to 7777 for you too)
Ok ill try that. This is too much why did they do this
Yeah, it's frustrating, but they wouldn't have done it if they didn't need to π I generally wait for the release to leave experimental, as experimental is typically unstable + may introduce new configurations like this
Yeah
how do i update my server version to latest experimental?
Which OS is the server on
windows
My server on linux just incorrectly went up one port again. 27777 and 8888 to 27778 / 8889
If you're restarting it quickly, it's likely failing to bind at first
it goes up a port if the port supposedly is in use
Depends how you're running it
There was no restart, it just randomly did it while I was connected to it
Definitely shouldn't do that lol
Possibly a bug, hard to say
Wow that was quick, just pulled the updated image, tried again with my custom port 8889.
Port is open and reachable and logging of the server now states [ 0]LogReliableMessaging: Server streaming socket bound to port 8889
Many thanks
my ufw setup
Sorry about that! I added a workaround to handle the server incorrectly only binding to IPv4 when specifying a custom messaging port, but left quotation marks in when doing so. Thanks for catching it!
Anyone got ideas what could make the beta version kill its own port config like this?
also, anyone know where I can manually change the ports? I want to try a port different from 8888
Part of me wonders if the game is confused by me running the server in a VM on the same pc that then connects as a client
depending on how you start the server, you would be able to add the ports to the command or the startup script
Per the patch notes, use the -ReliablePort= CLI argument. Running on the same system, even in a VM, could certainly explain the issue depending on your VM's networking configuration
Is this something configurable outside of docker? sorry, I thought it was a docker thing. I'll look into the patch notes, thank you for that
Yes, that's the normal command line argument π
Do note that using that argument forces it to bind to IPv4 only
How do you currently run your server?
port 27777. Beta is demanding both 27777 and 8888. Ran as a service via ubuntu in a VM
On production, 8888 is not used
What does your service config look like?
one sec
I use systemd
straight from the wiki
I'm guessing the CLI goes in that file?
/etc/systemd/system/satisfactory.service
So you can just append additional arguments on the ExecStart line π
Okay awesome, thank you
dumb q, but using + instead of -, yes?
since that seems to be the syntax systemd steamcmd wants
No, you're looking at the SteamCMD command
Should be exactly -ReliablePort=8888 π
sweet
But with whatever port you want
thank ya
I'll give that a shot later tonight. I did a tricky work-around via a 2nd set of firewall rules
(I now also portforward the local port alongside the WAN port to the vm, lol)
π
well after learning about docker, I should probably just use docker, lol
I have zero usage for the rest of my linux vm
Anyone know how to get passed the loading screen for rented exp servers for new 1.1
Likely need to get ahold of the host themselves, fixing the connection issue across the board is a backend thing for just abt any service
Since most hosts arent defining -ReliablePort currently (with it being new and all that)
if u put a new port (as in add a port to a slot) in it replaces that line with the new port number however the issue becomes that the server least mine isnt listing it under other ports
My server runs fine for a good 20 minutes before dying, doing a timeout error, crashing the server
It consistently does this too. Crashing roughly every 20 minutes or so.
Happened like 10 times already
are u hosting or renting
I'm seeing the same issue @opal bough and I tried self-hosting via Docker, Bare Metal(Linux Ubuntu 24.04) and on a Rented Server and same issue as well as issues placing Foundation.
After 5 more crashes, it seems to be something crashing the server consistently
guess I'll check back in a week or two.
I have to restart the server
Every time
i cannot join satisfactory servers, i can hear gameplay sounds but doesnt open game. infinity loading screen issue. host can play game but i cant. port is 2222.
Should I do something or should the person who set up the server do something?
need to add port 8888
I had to do this yesterday
host must be add 8888 right? @cedar glade
Yes I added to both Network and firewall
I also added port 27777 as well
Hi guys, I'm wondering if you guys had any luck with getting these random crashes on experimental server
Error: appError called: Assertion failed: false [File:D:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Public\ReliableMessagingProtocol.h]
I have read few things about restricting IP address to this new 8888 port wondering if you guys have had any luck
Hi, I seem to have resolved this error by adding in the command line argument that was mentioned in the patch notes, and adding that new port to my firewall.
It did NOT let me choose the same port, so now I have two ports Satisfactory uses
If you're renting a server, the provider has to resolve this.
Does this mean I'd put "-ExternalReliablePort=32000" or whatever?
yes but on the server side
should i worry about any of these error on my 1.1 eperimental dedicatied server? LogOnlineSchema: Error: Invalid schema category lobby: Service descriptor id lobby not found.
LogOnlineSchema: Error: Invalid schema category lobbymember: Service descriptor id lobbymember not found.
LogOnlineServices: Error: [FLobbiesCommon::Initialize] Failed to initialize schema registry
LogOnlineIntegration: Error: Failed to get connectivity interface for 'NULL' online backend
im trying to host a new eperimental server, but im not getting any connection working in satisfactory game, on my personal home server im hosting other servers like minecraft and enshrouded fine, but even after opening ports i still cant connect to my dedicated server on public or private ip address
experimental branch added new CLI and a new port
You have to add both to get it working, dedicated server needs two portforwards
whats the new ports?
8888, plus the one you normally use. Default is 7777
but you should see the server even without 8888 i think, it would just not be joinable
when the server runs it does show its using 7777: LogServer: Display: Server API listening on [::]:7777
my 2 connections look like this in game, using my servers local IP address and my public one :/ and my other game servers im hosing are working fine and connecting still
port 8888 open had no effect
i guess u did not forget to open the port in the firewall? and you use ipv4 for the try?
yes i opened the ports on my firewall, and did the port forwarding on my router,
strange, i mean at least the local ip should work but obviously dont
ok was something to do with my firewall, i turned it off and connection popped straight away
must have borked the firewall port opening
π
when all else fails just turn off the firewall to test π
now to turn back on and get it working
with firewall back on still cant connect, anybody see an issue with how i have firewall ports?
if anyone needs a temporary fix for the crashes on random messages @port 8888 and uses ufw. here a go script which runs a webserver to allow the IP of the visitor and it cleans up the IPs every 72h (cleanup untested, adjust as needed). http://your-server:7778/?key=dont-kill-the-doggo β¦ written by chatgpt, fixed by me
package main
import (
"fmt"
"log"
"net/http"
"os/exec"
"strings"
"time"
)
const secretToken = "dont-kill-the-doggo"
func addIPHandler(w http.ResponseWriter, r *http.Request) {
queryKey := r.URL.Query().Get("key")
if queryKey != secretToken {
http.Error(w, "Unauthorized: Invalid key", http.StatusUnauthorized)
return
}
ip := strings.Split(r.RemoteAddr, ":")[0]
cmd := exec.Command("ufw", "allow", "proto", "tcp", "from", ip, "to", "any", "port", "8888")
err := cmd.Run()
if err != nil {
http.Error(w, "Failed to add IP to UFW", http.StatusInternalServerError)
return
}
fmt.Fprintf(w, "IP %s added to UFW for port 8888\n", ip)
}
// Periodically cleans up UFW rules for port 8888
func cleanupUFW() {
for {
time.Sleep(72 * time.Hour) // Wait 72 hours
fmt.Println("Cleaning up old UFW rules for port 8888...")
cmd := exec.Command("bash", "-c", `ufw status numbered | grep "8888" | sed -E 's/\[ *([0-9]+)\].*/\1/' | sort -nr | while read n; do yes | ufw delete "$n"; done`)
err := cmd.Run()
if err != nil {
fmt.Println("Error cleaning up UFW rules:", err)
} else {
fmt.Println("Cleanup completed!")
}
}
}
func main() {
http.HandleFunc("/", addIPHandler)
go cleanupUFW()
fmt.Println("Server running on port 7778...")
log.Fatal(http.ListenAndServe(":7778", nil))
}
yes. you need 7777 tcp and udp i think
i think i just spotted it as i sent both were set to tcp
Hello, since the last update of experimental, servers is crashing more often than usual. Found "Insufficient memory" log in the Application event, but memory and swap are never highly used. Do you have already faced this ?
Windows OS - Epic
Guessing you're still having issues with those rules?
Reading the comments, I allowed 8888 through my Router firewall and added it to the command line. That worked. Thank you been smashing my fash against that for the last 24 hours.
Immediately connected and didn't need to re-add the server or anything, Or add them to the servers local firewall in windows either.
ha we had the same idea π https://gist.github.com/sinuscosinustan/311a17dccdb7d5c2f9b80cc9be179242
Just wanted to follow up, that rollout was successful, we had no issues afterwards, thank you again!
guys I see these scrpits are for Linux have you guys got any idea how to fix this on windows?
Anyone else having problems with their server crashing randomly? It works fine until it randomly crashes about once an hour
these script have to be a joke really
all you have to do is add ports to this file : https://satisfactory.wiki.gg/wiki/Dedicated_servers#Port_Forwarding_and_Firewall_Settings
anyone else having the issue where your server goes to the loading screen and dons 't stop even after the game has loaded?
it only happens on the experimenal branch for me
Yes mine is crashing every 20 min or so
And my dedicated is working now so no need to help was sth with cpu dunno
Any idea why?
Nope, I would just wait until it Gets fixed. I mean that can Happen on experimental
wf.msc and create a custom incoming rule that only allows certain remote ip addresses?
It's not about the "users don't know how to open a port", it's about to easily allow an user ip because you can crash the server with some garbage traffic to port 8888 (the new port) which happens on a public ip regularly because of bots that scan all ips
Hello i got the same Problem as you @potent widget and @final oxide also try @cedar glade 's workflow but my Server can nut use 8888 so i try 32000 too
must i insert/edit my Engine.ini? that i try but with no luck
have someone woked it out?
vor info i use Pterodactyl on a Debian Root Server and i can usr/set Query(28888) & Beacon(15888) Port Query is the Game Port, and i added -ExternalReliablePort=32000 to the Start Command,
sadly nothing works.
for me it was to add the secondary port to the Satisfactory server via the allocations, then just add -ReliablePort=???? with the correct extra port on it to the startup command
Hi do u use Ptero too?
i try that can u me fruther ?
here is what one of my startup commands looks like: ./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame -Port={{SERVER_PORT}} -ReliablePort=8585
I cant find engin.ini
/FactoryGame/Saved/Config/LinuxServer/Engine.ini
on Linux
windows?
if you go into your nodes, then click on the node that is running the satisfactory server, then there will be an Allocation tab at the top, make sure 2 ports are assigned for your satisfactory server.
her is mine
"""
./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -Port={{SERVER_PORT}} -ServerQueryPort={{QUERY_PORT}} -BeaconPort={{BEACON_PORT}} -ExternalReliablePort=32000 -multihome=0.0.0.0 $(if {{DISABLE_SEASONAL}}; then echo "-DisableSeasonalEvents"; fi)
"""
looks like you might have the old egg for it, maybe go grab the new egg?
is it on the server files or the local files
%AppData%\Local\FactoryGame\Saved/Config/WindowsServer/Engine.ini maybe
ok there are
"""
Server 1 Public
Satis_Srv_Beacon-Port: 15777
Satis_Srv_Game_Query-Port: 27777
Server 2 Exprimental
Satis_Exp_Beacon-Port: 15888
Satis_Exp_Game_Query-Port: 28888
"""
Maybe where can i get the right/new one?
i got my from the Offi Ptero Repo
yeah there was a new one for 1.0 seems like you got an older one
thats only a copy pase error of me nothig to worry π
%LocalAppData%\FactoryGame\Saved\Config\Windows\
is the correct filepath
have u a link?
if you just go to their egg repository and search, it is easy to find, cant post the link here
nice thx for corecting it
ok what do i need to change now that i am here
thx i try to google is is a time ago i used it so i sur have the old one;)
if you want i could Direct message it to you
Few people mentioned in here it might be random traffic on the ports, which i guess makes sense since network scans and whatnot happen all the time.
I've limited the firewall of our dedicated server to just the ip adresses of my friends and it looks like the server stopped crashing.
ok nice thx i font no Satis agg in the Ptero Repo
but in th Pelican Repo onderr
pelican-eggs / eggs / game_eggs / steamcmd_servers / satisfactory /
is that compatible too?
ok maybe i found a egg vor Ptero at
ghostcap-gamming / pterodactyl-eggs / games / satisfactory /
any reason why a brand new server might be crashing every 30 mins or so
official egg repository for pterodactyl
What is ReliablePort used for? Need to describe it in the readme
so far so sadly not good when i try to connect i hear ingame sound but the loading screen still do not go away -.-
nothing worked atm for me have still the same bug like before (same as @potent widget in #dedicated-servers message
Dear @royal sierra
Can you stop tagging me for the sake of all of us?
Thanks, best regards.
yes i can
Experimental? Try use egg from this PR
https://github.com/Ptero-Eggs/game-eggs/pull/118
You need to provide additional port for ReliablePort and set this port in variables
so have u got it work?
i know and i do so but it did not work
if your updating the repo, might as well add -ExternalReliablePort= as a potential option
does someone know how to change port
i want to turn the 8888 back to 7777
currently on debian
cause the 8888 port on my server is already taken
wait, do we need 7777 AND 8888 at once now ?
Looking to troubleshoot a hosted dedicated server. I would like to bring the current game to my local PC and play without a dedicated server. Is that possible? I see a lot of tutorials about how to take a single player game to a dedicated server, but not the other way around.
Not reallly π they forked the Pelican Repo and give a s*** of existing licences. I would not use this repo
looks like, you need both
do it in reverse or download it form in-game
g r e a t
i can only have 1 port for satisfactory and i'm stuck with using 2 now
there is also a third 7777 +20000 = 27777 π
for 1.0 1 port was necesarry, why 3 now ?
@sturdy niche Ok, I will look into that. Just way too many weird things happening that just have no explanation and simply exiting the game and coming back in clears up
The reliable port (by default TCP/8888) is in addition to the existing port (by default UDP/7777 and TCP/7777.)
The purpose of the additional reliable port relates, I think, to reliable bulk data transfer between client and server.
yeah, but now i can't do anything since they added it, no so reliabable if i can't even connect anymore
i'm using playit.gg so i can share my ip to my friend while hiding mine.
I believe that was from a previous version of the experimental build.
Thanks for this we have start testing so hopfully it helps
and its in the 1.1 build too
or do you think, they add it and remove it ?
i would prefer to have an toggle to turn those ports off
or even better, be able to join an server with an server ID
no need. every "normal" server can use a lot of ports. If you are using playit.gg then its your problem and you have to find a solution
not really the problem of the devs
Per the release notes:
We have updated the Port Allocation Strategy in Reliable Messaging
New features:
Explicit Port Configuration
- A new -ReliablePort= command-line parameter allows explicit port selection.
- The value must be an integer between 0 and 65535.
- If specified, the server will attempt to bind to this port and fail to initialize if the port is unavailable.
thats added too
read section bugfixes
That links to previous experimental updates. 1.1 introduces changes to the port allocation approach.
Port base+20k was the experimental version, 1.1 refined it to port 8888 by default, changeable with "-ReliablePort"
Default 7777 is still in use
-ReliablePort for the server-side, -ExternalReliablePort (probably in addition) if it's being remapped to a different numeric port by NAT or similar.
in my eyes these are 2 different things
Thx, fixed
Why?
is there an way to change 27777 ?
i'll just try to change 8888 to 7001
and 27777 to 7002
a) adjust base port
b) don't use experimental
TCP/27777 is not used by 1.1 unless you explicitly tell it to.
By default, you need UDP/7777, TCP/7777, and (newly in 1.1) TCP/8888
the [/Script/ReliableMessaging.ReliableMessagingTCPFactory]
is in /home/steam/satisfactory/FactoryGame/Saved/Config/LinuxServer/Engine.ini right ?
Anyone else that have server problemes with 1.1 it keeps crashing after some time and sometimes its up for 5 min and other times 30min.
Yup..
Yes. You want [base directory]/FactoryGame/Saved/Config/LinuxServer/Engine.ini, if you've installed in /home/steam/satisfactory, then that's correct.
We abandoned it for now. I'd love the new features in my multiplayer session but right onw we can't get it to stay up long enough to be useable.
If that section of the .ini file does not yet already exist, you'll need to add it.
Yes, I've seen serious reliability problems. Might be caused by external connections from non Satisfactory client sources causing the new bulk transfer library to error out and crash the server.
(Timing might vary depending on how your server processes are managed, they may have some degree of backoff.)
okay thx for the answer. lets hope for a quick fix so we can keep playing.
welp, my testing failed.
tried having:
7777 (unchanged)
and 8888 to 7778
and let playit.gg tunnel port 7777 and 7778 and don't work, guess i'll try another tunnel app or even cloudflare
question not for changing 8888
but do you know how to change port 7777 to something else ?
-Port=12345, per https://satisfactory.wiki.gg/wiki/Dedicated_servers
the expiremental dedicated server version seems to not be working
add port 8888 in whitelist
What error / behaviour are you seeing?
I made a batch script that will restart the server if it crashes. Sometimes you stay connected, sometimes you don't: @echo off
:RESTART
echo Starting Satisfactory server...
start /wait FactoryServer.exe
echo Server crashed or closed. Restarting in 1 seconds...
timeout /t 1
goto RESTART
for windows based server
which server startup ?
the FactoryServer.sh ?
systemctl ?
I have a new issue with 1.1 server where the server goes βidleβ after some time with no connections, and players cannot join
Hey I'm trying to update my server to experimental, and I did ( I believe, using the SteamCMD commands ) but now I can't join, it just has infinite load screen problem. Anyone know what might be happening? It was a 1.0 save, and now we've updated both the server and our steam versions to the experimental betas.
add port 8888 in whitelist
See above discussion about command line argument plus new port
Oop
You mean port forward 8888?
tcp yeah
Thanks! I'll try this out
Well. I have no idea what to do to resolve this new issue with the server going idle
Iβm reverting to 1.0. Dedicated servers arenβt ready for 1.1
Iβd probably advise others to do the same instead of facing down this headache just for it to not work anyway
yep
weird... what kind of time frame? couple hours?
which then requires admin intervention
π
I guess so. not enough info was in my console to figure it out
good news: downgrading to Stable/release channel was VERY easy
Do you know if there anything else I need to do - in regards to the dedicated server itself - other than port forwarding 8888 in my router settings? I think I'm still encountering the infinite load issue
Yeah I might have to downgrade as well if we can't connect
There's also adding the command line argument to the launch parameters
Ah I missed that
Very useful thank you
that execstart line is a systemd thing
Ignore it if you don't use systemd
(systemd is a linux process to run things as a service)
I use Steamcmd, so I can just add reliable port to my bat file I use to run it, I think
on windows
yup
if you encounter issues and decide to downgrade, the easiest way is just change -beta experimental to -beta public
when doing the app_update thing, right?
yep
Perf
IT WORKS
YES
currently my tunnel is on port 23447 23448 (playit.gg gave me randomelly)
Setted the port to 23447 and 23448 to reliableport
IT'S ALIVE
I crawled through the insanity that was my logs and ran into several repeating instances of this
weird, I can HEAR water, but still just stuckin loading lol
So did you not use 8888? or is this in addition to that?
Both of you are using Linux based servers, right?
hmm
I successfully setup firewall rules, port forwarding, etc.. And the port just dies
Over and over, the server fails to bind 8888 after being idle for a while
basically
the main ip SF uses is the -port line
the -port gives to the client the -ReliablePort
hmm
Not quite
beta requires two separate ports. clients connect with the -Port, and the backend uses -ReliablePort for something else.
If you set port and reliableport to the same, you will never load
8888 and your other port are both forwarded?
connecting using other port? (default is 7777)
yup
make both for both
kk
π
hilariously, I'll probably run into your idle problem Otter xD
even if I get it working
Nope.
hmm
Do I have to add -port=7777 ? or something else?
did you do a new powershell command?
if you setup the server using powershell commands in the beginning, you'll want to do new powershell commands with new displaynames for the firewall rule
if you used the Allow process, no need, it should be fine already
btw there appears to be a space in your -unattended
My server gone in idle too, welp
Hey I use playit.gg to port forward my server but whenever I try to join I get stuck in the Loading screen. Can someone help?
what is you port currently in playit.gg ?
You mean the local or the public one
public
42687
what is the OS the server is running on ?
Windows
Yea I currently cant try anything new because the server is off. Probably wont be able to access it till tomorrow
wen you made your tunnel, did you put 1 in it ?
if yes, you will need to remake it into Port Count = 2
once your tunnel is running on 2 ports
wait, are you running with Steam(normal app) or SteamCMD(commandline) ?
Oh and then I will need to bind the normal port on my public port and the reliable port on the the next port number so for example if the port is 43546 I will need to bind the reliable port on 43547 right?
Commandline
ye
and in playit.gg, put local port as 43546
Alright I will try that tomorrow. Thanks for the help
yup will do
I take it there's no workaround for constant server crashes in experimental yet?
I too am stuck on the loading screen. I added the lines to my engine.ini file and port forwarded 8888 for both TCP and UDP. What am I missing?
Also added the command line to my server start .bat and still no luck
two ports total now?
should be both default port and reliable port.
Yeah 7777 and 8888 open on both TCP and UDP
Does anyone have a working server for 1.1? My friend is stuck on this loading screen. I followed the wiki.gg page on setting it up, works for me locally.
Running on a container on my local proxmox server
I see him in the server, and he can hear me moving around him. If he moves his mouse his character's head moves
Even if you do fix the loading screen problem , you'll run into other troubles.
F
1.1 isn't ready for dedicated servers.
Is that just in general w/ 1.1? What about local sessions?
(you can fix infinite loading screens with the above discussion)
what other issues does 1.1 have on servers?
Randomly dies when idle
port 8888 takes a random dump
Log gave no useful information. just randomly fails to bind port 8888
gotchya, but just needs restart here and there? How often is it?
seemed to botch my server within an hour or two of no players connected. Requires host to restart server, because the server is unreachable via listening ports
gotchya, I'll give it a try
For me, this meant restarting my linux satisfactory service
Yeah I gotchya, systemd to the rescue
systemd unfortunately couldn't overcome the idle issue
lol
production version of server working fine. Only change was moving from -beta experimental to -beta public
so, to me, that indicates experimental / 1.1 dedicated servers are broken
Yeah, I might just move to 1.0 until 1.1 is more stable on multiplayer if this doesn't work well
Connectors had to connect to 8888 right?
If you have players connecting when you're offline, I recommend sticking to 1.0
If you're only playing at the same time as other players, 1.1 will be fine.
two ports now
default port and reliableport
For me, that's 27777 and 8888
Right, but for people connecting what do they put for connection info?
or do they state multiple ports somehow?
And I have to forward 8888? Or is it fine to just leave default
Yeah my firewall is open
I had to edit my ufw file in Ubuntu
I live on the edge and am too lazy to mess with it
lololol
xD
hope it's in a vm π
LXC container
Weird, server has been up for a day or two now and it says it's on Tier 2 and I have stuff like reinforced plates in my inv. But the milestone is still to build the hub and I see 0 progress in the world
manually force it to load your save
Double-check that it auto-loads the correct file save type
Resetting the world and in the Create Game screen the research mam and shop unlock checkboxes are force checked?
I considered a different naming convention to avoid errors
i.e. Otter Corp -> Otter Corp Beta
Yeah, this is a fresh world so it's all new
I have a password on admin & players so I wouldn't think someone got in lol
@sturdy gust any idea what might be causing the container to be crashing?
Shit keeps crashing mid-game. Moving to 1.0 lol
Yeah 1.1 on SteamCMD is.... very unstable lol
Best to play 1.0 if you're hosting imo.
Okay so how to I downgrade ther server back to 1.0? Tried just validating without beta experimental through steamcmd but now it says I have a version mismatch. Client is 1.0 but server is still trying to run 1.1 experimental
non experimental: -beta public
That fixed it. Thank you!
It's probably been posted already, but looking for a fix for 1.1 Dedi server just closing after roughly 10 minutes of run time. Doesn't matter if anyone is playing or not. I'm sure I've missed something.
Windows 10. SteamCMD. -log -unattended -Port=7777 -ReliablePort=8888
Both 7777 and 8888 are open on firewall and both ports forwarded. Haven't had any issues with dedicated servers up until 1.1 update yesterday. Any help is appreciated. My and a few mates are already 12 hours in to a fresh game and just today it has been crashing non stop.. Thanks
Not saying this works for everyone, but we had our server crash randomly with public port forwards.
Sending random stuff (like a portscan) to the public ports just crashes the server, heck even telnetting to it and hitting enter twice crashes the server....
The solution for us was to limit the firewall so it only allows certain people (ip addresses) in who actually play the game... server has been stable for many hours on experimental.
Sadly, host mine with g-portal so can't try that. π¦
Hope they release a update soon to fix this since it's unplayable for me. Anyone know if they do update during experimental stages?
yep, having the Idle thing.
didn't even know SF had an Idle thing
tho i have Pause the game when no players are connected OFF
btw thanks this worked
https://questions.satisfactorygame.com/post/67ec14056b7c573196362460
This make me basically unable to host 1.1 for my friends
thanks this fixed my issue
Question don't know if this is the right place. But you guys are running dedicated server, so maybe you know.
My ISP changes my IP every 24 hours. Asked them if I could have a static IP but the answer was no... So I was wondering if any of you know if a reverse proxy might work? or does that require a static IP?
Thanks in advance!
Reverse proxy works with dynamic IPs, i personally use Nginx proxy manager with cloudflare for SSL, and with cloudflare you can have a small script running to automaticly update the IP everytime it changes
Thanks was not sure if that would work. Gonna look into that. I am running pelican i think they have ssl support build in. So ill try using cloudflare.
playit.gg is an reverse proxy that doesn't need any port fowarding
download it
run playit in an console
link the server to your account on an browser
create an tunnel with 2 ports
take the public ports it gave you
go in your satisfactory ports setting
set the public port as the normal port
and for the ReliablePort, take the public port + 1
restart satisfactory and your good to go
has anyone updated their server to 1.1?
ye
is it stable, unstable?
unstable
damn, looked like a cool update too
well its the experimental branch, embrace the bugs and report them π
true true, ive only just got the game though and im enjoying it nglπ
i find it more stable.. dont have the delete hologram anymore.. and some more annoying stuff that would happen are gone..
for me it's stable, just have the idle server bug
Nginx as rev proxy works with a stream config (I can provide one). But then you need a way to point the IP to the proxy, so you're just shifting the problem.
What you need is not a proxy but some kind of dynamic DNS (ddns) setup
Ahh oke, will add that too the list of possibilities. Thanks, building my first homelab/so been grinding the documentation but its a lot
Sorry skipped you comment, added too the list. need to figure out what works best. Thanks.
I have a dedicated server running on experimental and having issues placing and deconstructing foundations
With blueprints or single foundation?
if blueprint switching too normal and deleting one foundation seems too work
but useally i just restart the server
i had this since 1.0
Both, when placed they are invisible but there and when deconstructed they are gone but still visibly there, restarting the server makes everything update but I cant play like that
are you on 1.0
I said the server is experimental which I 1.1
Welp there are bugs, so switching back or waiting on a patch it is
My experience so far has been extremely unstable, and that is with a fresh save. Lots of server crashes and as many game crashes.
You donβt need to restart the server, just back out to main menu and reload in.
This is incredibly annoying if this is the case lol
It is annoying not gonna lie, but thatβs what experimental has always been about, we find the bugs, report them and hope they get fixed.
Hey all, ive got a 1.1 server running but ive been noticing crashes in the logs - even when no one is even playing there are crashes being reported. Have others seen instability with the experimental build as well? Any tips on mitigating?
[Pterodactyl Daemon]: ---------- Detected server process in a crashed state! ----------
[Pterodactyl Daemon]: Exit code: 139
[Pterodactyl Daemon]: Out of memory: false
[Pterodactyl Daemon]: Checking server disk space usage, this could take a few seconds...
[Pterodactyl Daemon]: Updating process configuration files...
[Pterodactyl Daemon]: Ensuring file permissions are set correctly, this could take a few seconds...
container@pterodactyl~ Server marked as starting...
[Pterodactyl Daemon]: Pulling Docker container image, this could take a few minutes to complete...
[Pterodactyl Daemon]: Finished pulling Docker container image
can someone get in vc and walk through how to make a dedicated server at any time?
Yes, mine is crashing about every 20min because of some issue in the reliable messaging internal plugin, and i have no clue to fix it, if here is anyone who knows more id appreciate any help.
`Generating report for minidump
Application version 5.3.2.0
... built from changelist 403662
OS version Linux 6.1.0-32-amd64 (network name: c2d238d5-871f-485b-b9cf-a84fd7c9f2ca)
Running 1 x86_64 processors (1 logical cores)
Exception was "SIGSEGV: invalid attempt to write memory at address 0x0000000000000003"
<SOURCE START>
<SOURCE END>
<CALLSTACK START>
libFactoryServer-ReliableMessagingTCP-Linux-Shipping.so!FReliableDataTransferProtocolReader<FReliableMessagingTCPAsyncConnHandler>::ReadCycle() [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/../../FactoryGame/Plugins/ReliableMessaging/Source/ReliableMessaging/Public/ReliableMessagingProtocol.h:434]
libFactoryServer-ReliableMessagingTCP-Linux-Shipping.so!FReliableMessagingTCPAsyncConnHandler::Run() [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/./../../FactoryGame/Plugins/ReliableMessaging/Source/ReliableMessagingTCP/Private/ReliableMessagingTCPAsyncConnHandler.cpp:77]
libFactoryServer-Core-Linux-Shipping.so!FRunnableThreadPThread::Run() [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/./Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libFactoryServer-Core-Linux-Shipping.so!FRunnableThreadPThread::_ThreadProc(void*) [D:/BuildAgent/work/78a794e88763017d/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:187]
libc.so.6!UnknownFunction(0x891f4)
libc.so.6!__clone(+0x3f)
<CALLSTACK END>
0 loaded modules
Report end!`
Did you limit it on the Host firewall or on your ISP firewall ?
im reading some random posts about it on the forums...some people are reporting its related to the new 8888 port, and theyre claiming that random trash data sent to 8888 can effectively ddos and crash the server with ease
Thanks for the info, I was getting numb about this crashes, could not figure out why it was so messy while it used to work like a charm before
ISP firewall, but i recon on the host should also work... as long as random traffic does not come in.
I have firewall set up on the host and I only forward the 7777 & 8888 ports so my friend can access it with the IP address
its been reported on the QA site, recommend upvoting it so the devs see it and workarouds, https://questions.satisfactorygame.com/post/67ec14056b7c573196362460
Question: I removed my 1.1 exp server files and backupfiiles, and reinstalled the server with below command.. but Im getting 1.1 anyway.. how? π .. getting a missmatch between client (385279) and server (403662)
steamcmd.exe +force_install_dir F:\satisfactoryserver +login anonymous +app_update 1690800 validate +quit
the .exe file (FactoryServer.exe) states its indead 1.1 , but Im not installting with the beta -experimental tag in the cmd line ..
Hello everyone,
Iβm reaching out because I have a question.
I set up a server using Proxmox, with Windows Server 2019 and Windows 10, but I canβt access my server locally despite having opened the necessary ports on both Windows Server and Windows 10.
Would anyone be able to help me with this?
Thank you in advance.
I can't limit the port 8888 access for specific IPs, and set up a VPN just so my friend can connect on the server seems overkill .. My VPN is for my private usage only to connect when I am away from home
you could opt to firewall traffic instead and whitelist your friends ranges
or set up a purpose built tailnet if youre willing to jump through the hoops
otherwise we're stuck waiting for the devs :/
Ho mate that's harsh, don't want to work at home, I already have Satisfactory for that x)
I manage to have 1-2 hours max without interruption, let's wait on the Devs
the reason the 1.1 server are crashing are port scans,
just found out that i can crash the server at will with an portscan via nmap
So I've set up a dedicated server and I can connect fine, but when my friend connects he does seem to join but his loading screen doesn't go away, I'm not sure if it's a problem with the server or his client. Any ideas as to why?
you are probably running 1.1 and didnt open port 8888 if i had to guess
and the reason you can is because youre on the same network as the server
but if that is the case you should also see the above discussion....port 8888 is a landmine for crashes when random internet traffic hits it like from port scanners
Is it possible to disable the ReliableMessagingProtocol?
Port 8888 ?
Nop
why would somebody not be able to connect to a server if it works fine on the same network
and i have it port forwarded thru the router and the firewall
many posssible reasons for that...
CGNAT for example would make your port forwarding rules moot and leave you unconnectable without special efforts for punch throughs. Hard to say knowing nothing about your network
on my server when Δ± try delete that spesific pump server crashes
and reboots
I found solution at not removing it but adding 2 more pumpys
fr lol
your IP is clear mate ^^
I've reinstalled the dedicated server from the experimental branch. As per the wiki, I get a correct expected response when browsing from the client machine (IP:7777 in browser): {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""} <-- it says error, but this is the expected correctly-working response you should get as per the wiki to verify you can successfully connect to the dedicated server
However, in the server manager on the client machine, the server always appears offline
the final lines of the dedicated server logs are:
LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()
LogServer: Display: Server startup time elapsed and saving/level loading is done, auto-pause is allowed to proceed from now on (if enabled in server settings). WorldTimeSeconds = 30.07
LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
actually, after restarting the server, the SSL error is no longer there, but it still appears offline to the client
firewall is disabled to rule that out, and it's a direct connection between two machines on the LAN, with a connection straight to the LAN IP, to rule out port forwarding for now
fixed it. Another unrelated service was bound to one of the required ports
Alrighty questions and I've broken it again: so server "loads" per say in experimental but it won't actually um let me join. I keep getting this error on the console and that "Initializing respawn_sequence.bat" on my game client
I've tried save editing and giving myself god mode and just everything I could think of.
what does the client say when you attempt to connect?
1.1.0.1
seem server doesn't go idle anymore
Anyone else observing their server in a constant reboot loop when running experimental.
LogInit: Warning: Could not initialize SDL: No available video device
LogLinux: Warning: MessageBox: Plugin 'OnlineServicesOSSAdapter' failed to load because module 'OnlineServicesOSSAdapter' could not be found.
LogCore: Engine exit requested (reason: EngineExit() was called)
Anyone using a Nitrado server for the experimental branch? Wondered if anyone knows the sort of timescales for the server to update. This morning I downloaded the latest patch locally but now the server is behind so have a version mismatch.
Did you update to 1.1.0.1 ?
After upgrading the beta version, this problem occurred when connecting to the server. Has anyone encountered this before?
Failed to Connect to the Server AP!
Yes. Only experiencing this issue with 1.1.0.1. Works fine on the stable branch.
seem my server doesn't like Satisfactory anymore
i think there's an CPU leak in the dedicated server
this all fine after an restart of the dedicated server
Don't know for y'all, but since the update 1.1.0.1 in experimental, I don't face any intempestive crash, my server is running fine since 3h+
welp, seem the idle bug is back to curse me
screenshot ?
The problem im having has migrated from the endless loading in time issue to now crashing on server join
anyone have any tips?
i use shockbyte to host
currently my server is online, but another bug is fucking me (problem 2 in the link)
PortScanning via NMAP still crashes the Server
Yes, nmap -sV localhost -p 8888 will trigger a segfault.
I was crashing on entering my server until I turned off Lumin GI π¦
Latest patch fixed the crashing when the port is scanned. For anyone still having the endless loading issue, you'll need to open port 8888, per the 1.1 release notes.
nope, Build 404250 still crashes via a port scan
So I have a different issue than crashing, is anyone else having problems with building / destroying. I will build something and it will stay a blue hologram and never build client side. If I quit and rejoin the server the thing will be built. Same for destroying, I can delete something and it will stay on the screen client side however it will be deleted server side so I cant select it to delete the object again or anything. Once more if I quit and rejoin it will be properly removed. I am only having this problem on a dedicated server, multiplayer through normal means is fine.
Interesting. Mine has been running all morning. Just checked and joined again with no issues.
I had this happen once on the last version. I validated both client and server and never had the issue again.
just do a port scan on 8888 yourself and check it
tried this, sadly didnt resolve
Does anyone suggest doing a 1.1 Experimental
?
that was part of my check. no issues
What is the current cpu utilisation?
How to make a dedicated server become a 1.1 server?
at idle, with satisfactory, enshrouded, css, and cs2 I'm at 5%
I recently upgraded to a 7900x build
I'm going to try and scan a couple of times in a row
My dedicated server has been up and running 4 hours with no crash since the update this morning
Well, I managed to crash it again. So maybe not fixed. But it runs for hours with no issues.
Running a stealth scan does not crash the server
does anyone know why this happens when joining a 1.1 dedicated server
did it work before the update? did you port forward the new "reliable" port (default 8888)?
ask him these questions, we can do much without any info
its a 7777 port i know at least
nmap -p 8888 -T4 -A -v server_ip_here kills my server within seconds
internal ip and external ip from an external server (with active port forwarding ont 8888)
mine too. Any time I scan locally it kills it.
using scanme.nmap.org does not
I guess server public ip tested locally is still technically not local. I have no idea why it's behaving this way. but isolating the scan to a packet trace does not crash it
Does the server still have issues with x86-64 qemu cpu's?
Or do we still have to set it to host?
Also... we're still able to use other ports, ex 22288? I see there's something about using 8888 instead of 7777 now..
is anyone else having the problem in 1.1 where after awhile it just stops letting you build or delete certain items?
the build items, like walls, foundations, pillars, etc will just remain blue and not actually place visually but will be there. Like, if you try to run through the area,it will stop you
same with delete, turns orange, then doesnt visually disappear but is actually gone. Like, if you walk over a deleted foundation, you will fal through even tho it looks like it is still there
this is all on Dedicated in 1.1
Does the server continue running on its own if you stop scanning? Also, can you try nmap -d --packet-trace -p8888 <your ip>? I'm curious if you get the same results.
yes, a user above just reported it. i haven't tested enough yet.
I am having this issue too! Where are you hosting your dedicated?
@storm parrot It happens pretty quickly and only seems to be certain pieces
from the release notes, it looks like it has a range of 512 from port 8888. never heard about those CPU issues. My server is 7900x and 7800x3d client - never had any issues related to that i know of
People I am getting a crash when joining into my experimental server
I'll have try it.. are you using a hypervisor or bare metal?
Because it sound's like you're running bare metal. This was an issue the game had awhile back that was likely some cpu extension the game was using that virtual cpus didn't have so it would crash
you're right - i am
Yeah. If no one had idea by the time I get around to it I'll try it and find out.
hey guys me and my team 3 members trying to create dedicated server for 1.1 v.... but server keeps crashing
can someone help to setup server right way please , it will be healpfull
open port 8888
that one is safe, no crash
wondering if this patch reduced the scope. i was crashing prior to this doing any scan or just running it