#dedicated-servers
1 messages Β· Page 136 of 1
idk, tell them to get it together

what do you mena by get it together sorry my english weak
bad joke. you'll have to request that the provider open the port. if the provider updated the server to experimental, they didn't read the release notes
ahh so unless provider dont fix we cannot do anything
which provoder do you use ?
looks like our provide is slow ar customer service and reply lol
?
By the way thanks for your reply and time
yea basically. i'm self-hosted
open port 8888
we are on 7778 and 8889
uh, what about if ur hosting at a provider?
i can't just open a specific port if i wanted to
what does the crash log say?
The latest update corrected the issue of intempestive crashes for me. It has run 8hours without any issue this afternoon. Only one restart and it runs perfectly for more than 3 hours.
This is what I am used to
gamehostbros
same
anyone NOT on GameHostBros seeing this issue?
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.
Yeah I'm seeing the same thing on 1.1 dedicated server too. I've tried other suggestions such as verifying game files on client and server but still happens.
For me it mostly affects things like foundations and walls.
(Note, my server is running through GPortal)
Hi! I'm having that same issue with building and destroying certain items. My server is hosted through indifferent broccoli and I had them check to confirm that the servers performance looked good.
same, foundations and walls but I can still place things like constructors
currently self-hosting my server, no problem with building
i just build an big part of my factory without problems
many walls and fondations
I notice it's fine for about the first 5-10 minutes or so after logging in, but after that the issue occurs
also, is anyone having an problem after 2-3h of uptime the server going at full 100% ?
@sturdy niche so you are on the machine that is running it and othes can join?
ye
do others have that issue?
I've noticed that too. I think we can assume it's something in 1.1 then?
people can join me, except after 2-3h wen the CPU utilization goes haywire
my friend didn't have any problems for construction
Ya I am assuming a garbage collection issue of some sort
Yeah, prior to moving to experimental I never encountered this issue before. Might have to roll back to stable branch π¦
The new features are so good though!! Haha I'll be sure to put in a bug report in game then. Thanks y'all.
What cpu, what environment? Pve lxc/vm... docker?
This had been an issue since 1.0 sadly.. I think it was fixed, but apparently it's back again
also, seem's to be an client side, but the more you play, the more the game becomes unstable, it's crashed at the 10h~ mark
after the crash and reopened SF, the game (client side) is quite stable
Question is anyone else on satisfactory dedicated servers getting a game crash on connection with the following error
( This is in the experimental build )
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000c0
HOW DO I START ONE ON EPIC GAMES
Anyone else get a building bug? One of my friends don't get it but me and my friend do. It will show the blueprint of the item in the location but nothing actually builds or if you remove an object it will still show it but you can glitch through it. When you relog it fixes but any other ways to fix?
Has anyone been able to reliably get 1.1 to work on SteamCMD yet?
this is also happening to me
[2025.04.05-03.58.00:282][590]LogThreadingWindows: Error: Runnable thread BulkDataReplicationConnectionHandler crashed.
[2025.04.05-03.58.00:282][590]LogWindows: Error: === Critical error: ===
[2025.04.05-03.58.00:282][590]LogWindows: Error:
[2025.04.05-03.58.00:282][590]LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 771]
[2025.04.05-03.58.00:282][590]LogWindows: Error: Array index out of bounds: 0 from an array of size 0
[2025.04.05-03.58.00:282][590]LogWindows: Error:
[2025.04.05-03.58.00:282][590]LogWindows: Error:
[2025.04.05-03.58.00:282][590]LogWindows: Error: [Callstack] 0x00007ffb3b9746a9 FactoryServer-ReliableMessagingTCP-Win64-Shipping.dll!FReliableDataTransferProtocolReader<FReliableMessagingTCPAsyncConnHandler>::ParsePacket() [D:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Public\ReliableMessagingProtocol.h:470]
[2025.04.05-03.58.00:283][590]LogWindows: Error: [Callstack] 0x00007ffb3b974a69 FactoryServer-ReliableMessagingTCP-Win64-Shipping.dll!FReliableDataTransferProtocolReader<FReliableMessagingTCPAsyncConnHandler>::ReadCycle() [D:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Public\ReliableMessagingProtocol.h:435]
[2025.04.05-03.58.00:283][590]LogWindows: Error: [Callstack] 0x00007ffb3b975503 FactoryServer-ReliableMessagingTCP-Win64-Shipping.dll!FReliableMessagingTCPAsyncConnHandler::Run() [D:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessagingTCP\Private\ReliableMessagingTCPAsyncConnHandler.cpp:73]
[2025.04.05-03.58.00:283][590]LogWindows: Error: [Callstack] 0x00007ffb48c2daae FactoryServer-Core-Win64-Shipping.dll!FRunnableThreadWin::Run() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
[2025.04.05-03.58.00:283][590]LogWindows: Error: [Callstack] 0x00007ffb48c29a11 FactoryServer-Core-Win64-Shipping.dll!FRunnableThreadWin::GuardedRun() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:79]
[2025.04.05-03.58.00:283][590]LogWindows: Error: [Callstack] 0x00007ffbd8be4cb0 KERNEL32.DLL!UnknownFunction []
[2025.04.05-03.58.00:283][590]LogWindows: Error:
[2025.04.05-03.58.00:283][590]LogWindows: Error: Crash in runnable thread BulkDataReplicationConnectionHandler
[2025.04.05-03.58.00:288][590]LogExit: Executing StaticShutdownAfterError
[2025.04.05-03.58.00:308][591]LogWindows: FPlatformMisc::RequestExit(1, FRunnableThreadWin::GuardedRun.ExceptionHandler)
[2025.04.05-03.58.00:308][591]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, FRunnableThreadWin::GuardedRun.ExceptionHandler)
[2025.04.05-03.58.00:309][591]LogCore: Engine exit requested (reason: Win RequestExit)
i loaded an older save file and i was able to join my server without the game crashing
i just restarted my PC and docker instance for the server its fixxed the issue for me
i want play in a good dedicated server
do you have one for me whit players?
private menssaje
Is anyone here running their SFDS behind a MikroTik? I cannot fathom why people can't talk to my servers from outside despite the NAT rule being set like every other one yet it doesn't work...
The only thing that has changed since the last time people played on them was switching to the MikroTik
Yes. Possibly related: #patch-notes message (update: fixing my port mapping solved this client connection crash)
Anyone else experiencing the issue with the experimental windows dedicated server that you can create a game but when you try to join you are just stuck in the loadingscreen with no errors?
check if your setup blocks the new port
#patch-notes message
Is it just me or are others unable to vhange the elevator music
Running experimental, I can't seem to make linked blueprints on my dedicated server. I have the mode and everything set right, I make the link and see all the holograms form for the belt link, drag it out a little way and when I lmb again it doesn't build, just puts me back to having an unlinked blueprint hologram.
I also can't seem to delete blueprints anymore, I hover over them and they turn red, but holding lmb does nothing, then they stop being red.
Have downloaded the save and loaded up locally, everything works fine there, so seems like it's not an issue with the save or my client....
i have a problem with my dedicated server with the experimental the server starts with a ping of over 2000 and regularly shoots up with the ping and kicks out and then just restarts. the server has been restarted several times the problem remains. on stble version this problem is not. Do you have any idea what the problem is or how I can fix it?
well idk whats wrong but steam cmd is telling me this on installation
ERROR! Failed to install app '1690800' (No subscription)
Here's a shot of what's going on with my blueprint dismantle. Icons for the parts are missing as well....
How do you even get a belt set
It's a blueprint, that's why I said blueprint dismantle.
i would like to get some help there no matter what i try it stays
So you made it in the blueprint maker
Yeah
someone on my post https://questions.satisfactorygame.com/post/67efeb096b7c573196363779
told me to reboot my server, the cpu leak is happening again.
what is the server running on ?
Debian, Ubuntu, Windows ?
in 6 minutes, CPU utilization got 60% higher
no one is on the server
Sigh... I manually installed steamcmd.. and it says it's incorrectly formatted.
why does steam still force us to use i386...
post your factory server logs to the QA site too.
where are they again ?
that's a good question.. are you using systemctl to manage your server? or you starting it manually with ./FactoryServer.sh ?
yep for systemctl
debian 12
if you start it with ./FactoryServer.sh I'm pretty sure the console window it runs.. alright cool.
did you specify stdout?
stdout ?
StandardOutput and StandardError ?
if not you have no logs.
so I would add those two lines to somewhere where you want the server to save logs.
nop
Type=simple
User=steam
WorkingDirectory=/home/steam/satisfactory
ExecStart=/home/steam/satisfactory/FactoryServer.sh -Port=23447 -ReliablePort=23448
Restart=on-failure```
add those two lines after working dir.
also.. my config is for 1.0.. I'm not to 1.1 yet lol
so add
StandardOutput=append:/home/steam/satisfactory/log/factory.log
StandardError=append:/home/steam/satisfactory/log/fectory.err```
you can delete the line pointing at the journal
and yeah.. after that.. you'll need to reload your server... systemctl stop server, then ``systemctl daemon-reload` and systemctl start server
yay.. it looks like the virtual cpu bug is fixed..
already used to the dance of
sudo systemctl daemon-reload
sudo systemctl restart satisfactory
you can log to journal.. and that's where it was going if that's what you had.. but having it in a file by itself is much nicer.. journal logs everything in the system.
what's the reliable port for?
they just added it
#patch-notes message
also my server didn't like
StandardOutput=append:/home/steam/satisfactory/log/factory.log
StandardError=append:/home/steam/satisfactory/log/fectory.err
well, it didn't like the append:
UH OH
THE SERVICE HAS ONLY 6s OF UPTIME AND IT'S TAKING HALF OF MY CPU, the world aready finished loading.
ohno, welp the server feels likes it's in an perpetual state of loading the save.
that problem is fixed but my stupid Fritzbox is not port forwarding said port and just gives it diffrent once
im inputting 10476 as port works on 3 out of 4 diffrent function
it dosent let me give it the same port for UDP and TCP to forward it so my friend can join
bottom 2 are IPv6 top 2 are IPv4
You can do v4 and v6 is the same rule though?
IPv6 doe what its suppossed to but v4 not it keeps giving the UDP a diff external port
Increase the external port range by one
as my fritz does not allow me to use 7777 im using 10476 wich works on the v4 anv6 TCP protocoll but it only works for the v6 UDP and not for the v4 UDP
Why does it not allow 7777?
Is your FritzOS up to date?
...are you sure you have a public v4?
yes
according to router its havving a diff IP in the internet then what the server is on
Wait, "my Fritz" as in the web access service?
Is the first half of your Routers IP between 100.64 and 100.127?
how do i know?
Check under Internet > Online-Monitor > Verbindungsdetails > Internet, IPv4
First two numbers are enough
83.135.
@hidden forge
Sorry, was eating
oh sry then
as you can see these are the letters
this is what it shows me when trying to use 7777
and when i then hit apply this happens
gives 7777 to v6 but not for v4
Weird, might be something ISP related
what ever i do v4 is never the same then the other ip i tried setting all to 10373 now the UDP is 10374
at this point i give up
Quick sanity check, you want to use the myfritz service, right?
is there anything else i can use?
like my fritz website is the only thing i know i can acces my fritz router with
Can you try creating a forward without myfritz and try connecting with the IP directly?
how?
Don't know, don't use myfritz π
But I know from mine it should work, so either it's an ISP or myfritz issiue
idk
When you creste the forwarding, is there an option to en/disable creation with myfritz?
nope myfritz is the main operating and access website for fritz routers
.. That's fritzOS. Not myfritz
oh well idk then
guys i got an hosting server a few days ago, in it me and my friend played for about a week before experimental was out and we chose to start anew on experimental but now, every time we log off for a long time, the world deletes itself, which didn't happen in the stable version... is this a server problem or game problem? also, for those that might say the server is not saving the world and what not, if i restart the server a few times, the world comes back to life again ...
1&1
call their suppor then or use only ipv6
does satis use v6 for connection?
it can use it
there was/is a bug though that you cant enter the address directly in the client and need to use some kind of DNS
alr and what ip do i need to enter in satis then?
the routers the servers or the v6 of the server?
v6 of the server
ah alr
run it through this converter and enter the resulting "IPv6 literal windows" in the server manager
ipv6-literal.com
port forwarding, or in this case firewall, still needs to be set for external access
my brain is not working for this ngl i might try sometime else i need to relax rn xD
yet thanks for the help
Is an amd 8600x a good cpu to run a satisfactory server on?
worked, thank you!
some might say, it's overkill
it can run on an i3-8100 fineβ’οΈ
Well its not the only thing im going to be using it for.
also the Ryzen 8600x doesn't exist
I thought i saw it somewhere on pc part picker like 30 min ago. Weird.
Maybe i will go a 7600x or 9600x
Someone know the Foundations Bug? everytime we cant place foundations, the print is coming and you can stay on it but it wont build
Re: https://discordapp.com/channels/370472939054956546/557603412565426196/1356615125146271825 ("If [ReliablePort is] specified, the server will attempt to bind to this port and fail to initialize if the port is unavailable."). Not only will it fail to initialize, my server went into a continuous error loop in this situation. It should just fail and exit. π
Can anyone confirm: ReliablePort and PortRangeBegin/PortRangeLength/ExternalPortRangeBegin are mutually exclusive, correct? The server still only requires one port like the 1.0 release (and not like prior releases that required multiple ports)?
1.1 requires two(three) ports. A base port in UDP and TCP, and a new reliable port TCP
Ah, ok. Thanks. That is very helpful.
The portrange parameters are for the new port if it is NATed iirc
Got it. Should be an easy fix, then. Gets to editing my Satisfactory server management scripts.
why am i able to connect to a server locally but not externally, but yet the server manager is able to ping it. All the ports seem to be open, and im at a loss.
the same settings worked fine in 1.0
you need
7777/tcp
7777/udp
8888/tcp
anyone having issues using auto connect with a dedicated server?
is there some kind of server setting to disallow clipping entirely? (i.e. don't let people place something down if it's clipping)
Is there any servers I can join
the one I was just playing ended
a day or two ago
@drifting flower -> #1201555265942724758
thx
Is ReliablePort what clients should be using when adding the server via the in-game UI?
no
the game port is what clients use to connect, then the server tells the client what the reliableport is
So, the port that is configurable via a range? PortRangeBegin/PortRangeLength/ExternalPortRangeBegin
the server will try to bind the reliableport to a specific port then if thats not available, it will add 1 until it finds a port, but it can be set static
i set both ports in the startup command, so that it doesn't change the reliableport from what i want it to be
Specifically, which option(s) result in a static port selection?
adding it to the startup command (for example here is one my my servers startup commands): ./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame -Port=7777 -ReliablePort=8888
Damn, that's what I did wrong. Probably should have looked at the new cmd help output, but, I assumed Port had changed to ReliablePort (so should be 7777) and the other port settings with PortRangeBegin handled the 8888 from your example.
I'm an idiot. Thanks.
good luck
i shutdown my server for now, it maxed out 9 cores on a Ryzen 9 9900x, could feel the heat coming off of the cooler.
I'm back up with no issues and remote working! Thanks for the clarification on the new options. Resource-wise, my server seems fine (with a big, late-game 1.0 save). It's fluctuating between 5 and 15% total utilization (with the tick rate set to 120) on an Intel Core i9-9900K.
i think its a bug that can happen, i built a few things then took them all down, so pretty sure it was an empty world.
someone else above has the same thing happening to them, i would just watch out for it
Ah, I see. Will be resolved soon, I'm sure.
hopefully
glad i havent upgraded then wouldnt dare to run my cpu at 100% for a prolonged time lol
would anyone have any idea how to go about changing a server over to the experimental version? I use bisect hosting if that makes a difference
Google "bisect hosting satisfactory experimental" - first result. Does that help?
tysm
anyone know why my server keeps checking the box to turn off when people log out after a server reset.
Where can I find my admin password for my satisfactory server if it is setup through steam on windows?
Is it me or DS consume more CPU than before ?
What is the up time of the server currently?
Is there any API?
The uptime of the hosting server or the uptime of the DS Process ?
server
4 days
are you using a server host or a actual dedficated server
I have a dedicated physical server to host Satisfactory DS
Mines been up for about 150 hours and only 3.7% cpu usage so not sure
no one on the server atm^
I restart DS process and back to normal with 2 ppl connected only using ~15% CPU
https://satisfactory.wiki.gg/wiki/Dedicated_servers/HTTPS_API
Did not have the time to take a look at it but it seems yes there's one
i AM BLIND TY
Dedicated server
I want to know after 4h of up time.
FactoryServer-Win64-Shipping-Cmd is running since 04/06/2025 10:00:00 .
From 8h45 to 10am, satisfactory was running for more than 3-4h ?
Yes, server was running since midnight (server daily reboot)
And from 1am to 8:30am server has no players
So my theory of an CPU leak is still on the table
Do you have any elevators in the world ?
Yes surely the most possible issues
No elevator yet, new games with only 30h+
We bought it but not yet built
Do you have server restarts?
Yes Midnight every day
SF forces an restart every 24h, you can't turn it off
ahh
In servers settings just before the send games data you have the planned reboot server, if you set it up to 0 it will be disabled
I would do one
So im trying to setup a server - done it successfully - however Im new to the game, is there a way to set the phase / tier to 0 or like the introduction?
no not on DS
I assume DS translates to Dedicated servers?
yes
so, would I be right in saying, play the game on my pc then when I reach tier2 upload the save file to the server and play on the server from that point on?
hi guys i want to connect to a dedicated server but always get the following message: Connection to API was aborted because TLS negotiation failed. Certificate verify result: certificate is not yet valid (9). Does anyone know how I can fix this?
We've seen this happen as well. Not sure on the cause though.
did you user server manager to connect to it ?
check your server and/or client is at correct clock time
yes, you can also start without intro once you know it
what's the -ReliablePort flag I've seen in here for.. and does it need it.. or do I still need the main port only?
Hi all i am wondering if someone can help, i have the latest version of my client from steam but when i connect to a newly purchased dedicated server it shows my client version is lower than my server but i have selected the stable channel for my server
Client: 385279 & Server: 404250 (i believe this is the experimental server)
as of 1.1 you need both
do they both need to be open to the internet, or is it simlier to pre 1.0 where only the becon port needed to be exposed?
if it has to be reachable from the outside all ports have to be exposed
Oh so I only need to forward 1024-49151?
it seems to work with only a single port argument set.. Maybe the reliableport argument is only bind the server to that port and force all connections to use it?
guys i have setup a server for 1.1 and like every 10 minutes i need to relog because i can't place some buildings like floors and conveyor belts anymore. When i relog its fixed, its also giving some errors in the console
whats causing it?
no, i meant "all" as in "all required". by default thats 7777/tcp, 7777/udp and 8888/tcp
is already going rogue on 1 core after just 6min's
i'm trying to find an cause, but i find nothing
THE SERVER IS RUNNING AN BLANK WORLD, THERE'S NOTHING ON IT
why is it worst on an BLANK WORLD, this is the fastest it's ever been
isn't your cpu kind of a turd?
I mean it's got slightly stronger single thread than my 5600gt, but you've only got 4 threads and I see pretty high cpu usage on mine..
the world loaded takes betweed 20% to 40% all cores on 1.0
Hours after i've updated to 1.1 this has appeared.
- it's not spikes
it's progresivally going up and up and never going down
sometimes there's an 50%(1core) spike that nevers goes down
does your server lag and freeze?
i don't feels freezes
then if there's no performance issue with the server let it eat.
tho the 100% is affection the playit gg connection for my friends
i'm connecting in local
their connecting with playit.gg
I don't know, honestly.. I'm running two dedi's on the same VM and this is mine...
if you've got a 13100.. shouldn't you have 8 cpu's? because it's got 8 threads..
trying to figure out why everytime my server restarts it deletes the fg.dsautopause. is there a work around to stop it from overwriting the gameusersettings.ini when the server restarts. any help or advice would be welcome
mIntValues=(("FG.DSAutoPause", 0),("FG.NetworkQuality", 3))
i3-8100
4 cores / 4 thread
Yeah.. you might need a beafier cpu.
my server was maxing out 9 cores yesterday on an empty world
just uploaded it to scim, and friends never got on it, so all that was ever done was placing a power pole then deconstructing it
you are on 1.1.0.1 ?
should be.. I just updated it today
what was the commande you did to upgrade ?
call steamcmd and install & validate.
ExecStartPre=/usr/games/steamcmd +force_install_dir /home/factory11/factoryserver +login anonymous +app_update 1690800 -beta experimental validate +quit
+app_update 1690800 -beta experimental validate +quit
yeah you are on experimental
you're not?
For what its worth i'm also seeing these same results on my server.
Server has not rebooted since this morning 10am, 2 person connected between 11am and 1pm and 3pm to 7:45pm
Just killed the process and restarting it because CPU was at 90% without any connected users (game is configured with paused if no one is connected)
Who wants to join my satisfactory world
Me and one of my friends get the exact same issue but my other friend has never experienced on the 108 hours we have on the dedi server. So I don't know why he's so special π
yeah, idk. it can be a bit annoying, but idk what causes it. its like every 15 minutes or so
Hey, iβve been having constant issues with my Satisfactory server running on the Experimental version. It keeps crashing randomly, even though weβre not doing anything unusual in-game. I already contacted the host about it, but unfortunately, nothing has improved so far.
Iβm hoping someone might have a tip or suggestion on how to fix this. ^^
Is anyone experiencing issues not being able to middle click certain objects and it returning N/A or trying to delete stuff and not deleting it. It does fix after closing CMD and re opening it
same
CS have to fix the Server. there is no workaround. you have to wait or use stable
How stable is player hosted lobbies with medium-large sized factories? Havent tried it since well before 1.0, and back then there was a lot of desync between players and creatures.
how do i make a 24 hour server
The most significant thing that "desyncs" in my experience (post 1.0) is vegetation that has been cut down, gas pillars, and other destructible items. I have not noticed any desync with the enemies.
Hello, lately I have not been active here as I am on other channels. It would be helpful for us if someone could summarize list of issues you guys are facing with dedicated servers in experimental 1.1.0.1, i know we have addressed some crashes but it seems like there are still issues pending to be resolved. If there is a Q&A site link you could share that as well.
got most of my errors summarized here
https://questions.satisfactorygame.com/post/67efeb096b7c573196363779
or in quick recap
-CPU Leak
-Sometimes failes to load an world and forevers loops (reliable port was corretly setted up)
-Elevator wen active likes to take an chunk of CPU utilisation
-Server randomally kicking in idle after 5min of uptime (i only got it once but i saw others get that a lot)
there something else, but it's not SF DS related
after 10h of playtime the player client becomes an laggy mess and crashes after restart everything is fine
(i forgot to look in my task manager is the CPU leak also happened on player clients.)
There is definitely insanely much higher CPU usage on the new experimental version...
I have a i9-12900k and already at tier 4 i see certain P-cores spike to 100% with only 2 players on that is ridiculous i never saw this CPU spike to 100% even once at 1.0
Actually consuming 7-8 full cores of my CPU
Cries in i5-7500
isn't your i5-7500 better than my i3-8100 ?
Yours seems a bit better but only from one inch
checked on cpu userbenchmark but can't past the link because it is seems as a spam
userbenchmark is an joke
it used to be an legit site
but now it's forever april fools
Yeah I know but to quickly compare numbers (TDP, ClockSpeed, Gen, etc..) it is still usable even if the rest is a vast joke
wdym by 24h server ?
if you mean running 24/7 : you either need to rent a 24/7 service, or have a machine running 24/7 at your home
cries in AMD FX 8120
lol⦠my old cpu DS has been fine on 1.0.
I might wait a bit and see if the spikes/leaks get fixed in the next patch before upgrading though.
Is there a way so that the server doesn't idle after 10 minutes, or is this not a user issue? (Experimental 1.1)
I cant tell if this is a dedicated server thing or not since I dont have a local save. but blueprints leave their orange highlight after dismantling. using the latest 1.0 (non-experimental) build, server is running in docker on linux. Im curious if this is known/common?
keep restarting satisfactory and pray it doesn't happen again
I was searching around looking to set up a dedicated server but can it be done on synology stuff? I have not really found an answer to if it is possible. Anyone got experience with it?
Possible yes, feasible not really. Small diskstations only have a very weak CPU and not much RAM. On very small DS you don't even have an x86 CPU.
If you have a rackstation your chances are better, but who has one at home
Sad news but thanks. Rather know it now then sink hours into trying to set it up.
and then there are the no support for DIY services on such commercial systems
there is a checkbox for pausing world when no one is connected, make sure it's checked
There is a dockerized version of Satisfactory DS but you will still need a decent configuration (minimum 8GB RAM/4vCPU)
Is it just me or are the server kinda buggy?
I found these wandering around on the planet and the big penguin things are tiny π€£
Server timetraveling ti April 1 ig
Hehe could be π€£ I don't mind these tho, much worse is tractors crashing into what i think is invisible tractors remains left over from the dark ages
βΊοΈ fun game is it, so I am not complaining at all βΊοΈ anyone knows if 1.0 supports IPv6 or is that something that gets added in 1.1?
IPv6 is supported since pre 1.0. There is/was just a bug in the client so that you can't enter the v6 address in the server manager directly and had to use some kind of DNS
Cool then I can have a go at getting my server up and running on v6, I think the only thing I am missing is the internal routing in the fbsd host ... Hmm π€
With 1.1, I found manually setting the -ReliablePort option limited it to listening on IPv4-only.
same it was so funny looking. Also theyd get in the way and block stuff. its back to norm now
Anyone have any specific advice for 1.1 on SteamCMD (windows) ? I was getting the infinite load screen glitch and I'm debating just reverting to 1.0 π¦
That is for setting a new port that the server runs on if you dont want it on the standard 7777, not that there is actually any point changing the port when using v6
I think you mean 8888. And there can be reasons, such as wanting to avoid the complexity of multiple IPs and that port is already in use by something else.
Each host has its own ip, and their own firewall rules. Makes it so much easier to control and manage, and with the added benefit that the host can be anywhere in the world and reachable. Always
Restart SF
On Experimental: When starting a new save the server has to be fully restarted - or else all clients will just crash when trying to connect
Or loading a old save - for that matter, just whatever we try to do with a different save that is running
Use passmark to reference.. it's a bit better although not by much.
I don't disagree with the value of IPv6 over IPv4, but there can be reasons for wanting to adjust the default Satisfactory reliable transport port.
My key point was that the first documented way of doing this appears to functionally disable IPv6 transport.
Have you tried using -Port=8889 or the like ? Not sure if it would work. https://satisfactory.wiki.gg/wiki/Dedicated_servers look at port forwarding
Thank you for your advice.
Hey, I don;t really know what changed with dedicated server but since I updated to the experiemental I cannot join the game on my server either via local ip or througt internet. I use the default port 7777 so as I understand it I'm not concerned about the port stuff on last patch notes.
I can see my server in the server manager, click on join game and after loading for a while it just crash. I'm not the only one, the vovamod comment on this QA post https://questions.satisfactorygame.com/post/67f0b6b26b7c573196363b98 is howing the same error I get in my serv log
If anyone know how to fix this, please
If I understand the new network handling in 1.1 correctly, the default configuration requires ports 7777 (udp/tcp) and 8888 (tcp).
The error you referenced is also the same thing I was getting before I fixed my port forwarding for the changes made in 1.1.
Thank you so much, it's working, the patch note was not really clear about the need to forward another port and the wiki is not updated yet
Agreed, the patch notes could be better worded. Happy that helped!
Hey, does anybody here have experience making a Satisfactory-Server publicly available via a VPS and a Wireguard-tunnel?
Im running a Satisfactory-Server on my Home-Server in a Docker-Container and it's running fine and I can join locally without a problem.
Now I want my Friends to be able to join, my Network is behind CGnat and I don't have a public-ipv4- Address.
But I have access to a cheap VPS that has a public-Ipv4. My Home-server is running a Wireguard-tunnel to the VPS, and I have iptables-set up to forward the corresponding ports to the Home-Server via the Tunnel.
This setup is already working perfectly with my Ark-Server, but it seems that Satisfactory is using a self-signed certificate which I do get when joining Locally.
But when I try to join via the VPS-Ip I can see the Name of the Server but it just says "Not Authenticated" and "Could not connect to the Server. Failed to Connect to the Server API"
It is not presenting me with the window to accept the Self-signed certificate
I have Nginx-proxy-Manager running on the VPS, but have no Idea if I can or how to set it up to make the server publicly accessible, which is why i'm using iptables(it works perfectly for Ark)
Could someone please help me figure this out?
you need to pass 7777 (udp/tcp) and 8888 (tcp) ports
Im using the ports 9999 and 8888, but i'm already doing that. And since I can see the Server-Name via the VPS-IP I think that part is already working, I think my only problem right now is getting the certificate to work through the VPS, but I don't know how to do that. I also own a Domain so could I maybe use Nginx-Proxy-Manager to give the Server a Certificate using Let's-Encrypt?
Nginx Proxy Manager can only relay protocols that it natively understands, mainly HTTPS and variants. This is wrong, it can apparently front load-balance TCP/UDP streams.
This will not include Satisfactory.
(Well, maybe the REST API, but otherwse, no, this won't be viable.)
did you set up NPM with a stream config?
You want to forward the UDP/TCP ports directly.
You might be able to use something like HAProxy, but my first thought would be to use native Linux firewalling as your first port of call β i.e. nft (or the older iptables)
Currently I have nothing set up in NPM for the Satisfactory-Server, I only have Iptables right now, can you give me some resources on what I would need to do to make it work via NPM?
Nginx can relay UDP and TCP traffic. The stream module should handle game server traffic like this. I don't know how performant it would be, so I'm not recommending this solution, but it is absolutely possible.
Huh, interesting.
reads up on hxxps://nginx.org/en/docs/stream/ngx_stream_core_module.html
ah, misread then. if you use iptables make sure your UDP responses get routed back to the client.
if you use nginx/NPM use a stream config
From memory, I think you probably want iptables with DNAT?
I would prefer using iptables, since those are already working for the Ark-Server. Here are my Iptable-rules:
iptables -t nat -A PREROUTING -i ens6 -p udp --dport 9999 -j DNAT --to-destination 10.0.0.2:9999
iptables -t nat -A PREROUTING -i ens6 -p tcp --dport 8888 -j DNAT --to-destination 10.0.0.2:8888
iptables -t nat -A PREROUTING -i ens6 -p udp --dport 15777 -j DNAT --to-destination 10.0.0.2:15777
iptables -t nat -A PREROUTING -i ens6 -p udp --dport 15000 -j DNAT --to-destination 10.0.0.2:15000
10.0.0.2 is the Wireguard-ip for my home-server. Do I maybe need to relay another port for the Self-Signed Certificate to work?
Unless you've changed the Satisfactory configuration, you need to forward all of:
TCP/7777
UDP/7777
TCP/8888
Satisfactory will automatically mint its own certificate.
I've changed the ports since the Ark-Server was already running on 7777, here is my Docker-Compose-file:
version: "3.8"
services:
satisfactory-server:
container_name: satisfactory-server
hostname: satisfactory-server
image: wolveix/satisfactory-server:latest
network_mode: host
environment:
- MAXPLAYERS=10
- PGID=1000
- PUID=1000
- STEAMBETA=false
- MULTIHOME=0.0.0.0
- SERVERGAMEPORT=9999
- SERVERQUERYPORT=15777
- SERVERBEACONPORT=15000
- SERVERMESSAGINGPORT=8888
volumes:
- /mnt/FastVault/Docker/Satisfactory:/config
restart: unless-stopped
deploy:
resources:
limits:
memory: 8G
reservations:
memory: 4G
networks: {}
You've apparently replaced 7777 with 9999, but are only forwarding UDP. You need to forward TCP, too.
and you only need the base port (7777) and the reliable port (8888) now
reliable only in 1.1 onwards
I'm not familiar with those container parameters, but a lot of those port references are pre-1.0
I think it was 1.0 introduced running everything over the same port on both TCP and UDP, and removed the need for separate game, query, beacon ports.
(I suspect the extra environment variables are ignored.)
I suspect so too since I never saw traffic on those ports when using tcpdump to analyze the traffic
But yes, this would explain why you're only getting partial connectivity β there's a mismatch between what the server needs and what's relaying to it.
If you're seeing traffic on UDP/9999, I think all you're missing is forwarding of TCP/9999, and you should be away.
(And can probably then drop UDP/15777 and UDP/15000)
I'll try it tomorrow and then report back. But thanks already for the good Advice!!
Well, hopefully it's good advice. π
And thank you for correcting me, today I learned. π
People crash connecting to my server, experimental 1.1. any ideas why?
look at CPU utilization
on the server
restart your server... always happen on mine after daily restart / when loading a different save
Or its the common issue of forwarding the additional port (8888/tcp) as i see some people keep forgetting
Ive made a bug report here - if you find it to be the same issue please upvote
https://questions.satisfactorygame.com/post/67f4c0136b7c573196365295
I just set up a server using https://www.reddit.com/r/SatisfactoryGame/comments/1fel8t1/setting_up_a_satisfactory_dedicated_server/ but when I try to join it via server manager, I get to the respawn sequence then my game just crashes. Both are set to 1.1 and I created a new save incase my old one was screwing anything up. Any help would be appreciated
You need to open up TCP traffic on 8888 (see #dedicated-servers message and #patch-notes message). Those instructions you are looking at don't include network changes introduced in 1.1.
Anyone have any specific advice for 1.1 on SteamCMD (windows) ? I was getting the infinite load screen glitch
I tried port forwarding 8888, no luck
I'm seeing a good deal for a server on a liquidation auction. Can anyone vouch for game server performance on a Xeon E3-1220v3?
for 2 players, do you guys think 8gb ram is enough?
We are not building too absurd stuff
Got that port open, also realised it was after the auto server restart
It probably won't be the best. This game loves single core performance and that thing only goes to 3.5GHz. It's also 8 years old, so instructions per clock won't be the best either
Go for 12 or 16gb of ram
has anyone had issues with remote players being able to play then all of a sudden they get hit with a cant load in with address exceptions and doesnt get fixed unless i reboot the whole pc? I have port 17777 tcp/udp and 8888 TCP forwarded but that doesnt fix it
has anyone had the issue on experimental where players do sometimes not see builds, or completed milestones/SAM not unlocking anything until they rejoin?
the dedicated server is running on my pc. and i dont have any of the issues, but my buddy does. Both the port i am running for the game server and 8888 is open
know issue
Has anyone successfully gotten a 1.1 dedicated server up on a hosting company? Which one(s)?
Mine seems to be "functioning" but a crash when trying to join even on fresh world
My server goes down every night and i have to restart it in the morning. Is this a setting i can change in 1.1?
im trying to run a dedicated server on my spare pc. Got the server running and all, but when i try to connect to the server, my game crashes in the loading screen. Same for my friend trying to connect. Any ideas what could be wrong? Ive been able to connect to the server, so i did give the server a name and an admin password. I did select a save also. Versions do match on everything (client, server, save)
Are you on Experimental? Because the experimental server is completely unusable atm. It crashes when anyone joins
i have it working perfectly fine... only major hindrance at the moment is whenever the daily restart occurs i need to restart the container
Anyone else experience extreme desyncs while building foundations etc on Experimental Dedicated Servers? Or maybe have a solution for that?
have also had 2 instances where it suddenly is using 700% of my cpu (7 full cores) with no players connected
yeah im using it, thanks for this π i can stop looking for my errors
π
Hi. I'm setting up a new game on a server running experimental. After enabling advanced settings, it looks like the tickboxes for 'All Shop Items' and 'All MAM research' are greyed out. I certainly can't change the tick by clicking them. After starting a new game, I see I have access to foundations, but I'd expect to see much more available. Is there something else I need to do to get these settings enabled?
Hello, quick question - it looks like time halts when no one is connected to a server, is that correct? Or have i broken something π
Hello, trying to start up a dedicated server for the first time - not sure what I am missing here?
It's one of the server settings, you can change it from the in-game server manager (from the main menu)
What is your issue exactly? Are you not able to connect to the server? What happens when you try to? Or is it just that it's showing offline? If it's the latter, check your networking configuration, it'll be because one of your ports aren't reachable (7777/udp, 7777/tcp, AND 8888/tcp if you're playing experimental)
yeah its simply offline, will try adding 8888 port
Double check that you've allowed both 7777/tcp AND 7777/udp, they have to both be explicitly defined π
yeah was following some videos, added port 8888 also, but...
how can I check that I have the correct server version? is there difference for stable and experimental?
also i dont understand which ip I should be using when creating the server
Gotcha, thanks
dunno how i missed that o.O
There was an update like 20 minutes ago so maybe you have a client-server mismatch
i just updated everything and resstarted server and client a few times
same issue, just shows server offline
k, probably not that then
will try to force update the server too
how can I check that I have the correct server version? is there difference for stable and experimental?
so far only getting server offline
any help or like a good guide to follow would be welcome, clearly i missed a step somewhere idk...
@pulsar gyro how are you hosting the server? Is it on your same machine? Is it on another machine? What operating system are you using? Etc. etc.
This is the wiki FYI π https://satisfactory.wiki.gg/wiki/Dedicated_servers
Link is pinned too
I'm assuming you're running the dedicated server directly from Steam on your Windows PC, meaning it's the same device
If so, swap the address with localhost or your machine's local IP (the IP in your screenshot looks like your router, not your PC)
hosting and trying to connect on 1 pc for now. windows 10, game version 1.1. all on steam, server downloaded using the steamcmd terminal
yeah followed a few videos and the wiki already
Should just be your address then, port forwarding is irrelevant as it's on the same PC π
hm ok so dumb question then what is my pc's ip adress/ how to find it
Try localhost
Yeah, just need to update one or both. A new patch just dropped, so that's likely why
hm just updated
how to make sure server is on experimental as well?
looks like server is out of date
version mismatch after updating GG
there is no -experimental experimental branch is -beta experimental
also it remembers the branch, so next time simply do app_update without any beta
anyone got a clue on how to update it? im hosting via Bisect hosting
if you use a rented game service then search their own documentation first
i have, everything on how to install the server, but no info whatsowever on how to update
like i could press this but im afraid i might lose the save file (and my friend set this up, i dont know where it is XD)
i had to use force directory command for it to update
without force directory still had mismatch
it's because default directory is different, so you installed it multiple times at different locations
and while default one was up to date the one you ran was not
I thought you had installed at default location from start
that's why using a single long command is more reliable, you can save it in a text file for next time
ok, whats the default location then?
depends on your system
from what user and where you are running steamcmd
maybe there is a command to ask steamcmd where it installed it but I don't know it
next time write down your install/update command so you can start from what you did last time
ok so can you share an example
what is your default directory then
nowhere in wiki or videos anyone mentions this
on Linux
let say your are user you
and running steamcmd as 'you' from home
it will be in
/home/you/.steam/steamapps/file/satisfactory/
or something similar
because it's a steamcmd thing, not a satisfactory thing
most video and guides tell you to always specify +force_directory
because it update the directory you specify
official wiki do tell you it's the same command for update
that's the good and also the bad thing about command line
they do what you ask them to do strictly
no force_dir = default location
the only misleading thing here is stramcmd do not have failsafe command name for updates
it's always install/update
it always do with whatever it finds
Keep getting server mismatch even after updating
Experimental branch you motherfucker
check the last messages
you may have the same issues
steamcmd +login anonymous +app_update 1690800 -beta experimental validate +quit
???
yep
I used that
missing force_directory
ohh
double install
at different locations
default location up to date
running location still old
steamcmd +force_install_dir /path/to/your/satisfactory/server +login anonymous +app_update 1690800 -beta experimental validate +quit ???
I always don't remember if it's a + or a - but yep that's how it looks
you can check official wiki page
for confirmation
that's it
sorry it is force_install_dir not force_directory
Port forwarding through your router most likely
already added 7777 udp tcp 8888 tcp
You've added them in your router, and to your local system's IP?
uh no what?
in firewall, where else am i supposed to add it π π
instructions unclear
the implementation is horrible, works seamlessly in client, but '''''''''''''''''''''''''''' server ''''''''''''''''''''''''''''''' doesnt work, take hours to troubleshoot lmao
The implementation is similar to any other game server π You need to port forward in your router, otherwise your router doesn't know where to send your friend's request
I can't give instructions on how to do this in your router as every router is different, but somewhere in the advanced settings or security settings should be a port forwarding page
This is all documented in the wiki: https://satisfactory.wiki.gg/wiki/Dedicated_servers#Router_Setup
well i appreciate your patience, might just be a little above my paygrade :/
didnt think it would be this complicated
I'd recommend looking for a hosting provider instead π This is the general process for all game servers. Networking is networking, and it can be a little daunting if you haven't encountered it before
i mean i can just host the session normally.... just trying to not have game hog gpu while in background
isn't there some kind of fps limit when you alt+tab?
port forwarding is not very complicated but it does takes time and documentation to get right
some routers makes that very easy
others are literally full of bugs
my buddy's modem/router was fully locked down by his ISP and he had to call them to do it for him (allegedly. I wasn't actually there, and would believe that it was a skill issue haha)
I have a docker that automatically resets every 6 hours in addition to the reset thats built into the server settings. I want to know if its the docker or the game itself thats set up to reset every 6 hours
when someone tries to join my server from the outside, it crashes their client
This might be helpful
Is there a known issue where the 1.1 exp server sometimes gets into an error loop when loading saves? This can occur due to a manual or automatic server restart and a manual save load. Other times, the server starts just fine.
When I encounter this error, the server becomes inaccessible to the client and only outputs a repeating block of log entries. If I kill the server once or twice, by the second or third restart, it will ultimately load the save and accept connections properly.
I invoke the server with βPort and βReliablePort explicitly defined. Both ports have clear holes through iptables and my router. Whether it loads a map properly or enters this error loop seems random. Sometimes, it starts normally and can be connected to (both locally and remotely). Other times, I encounter this issue, rendering it inaccessible to all clients (including even interaction using the game's "Server Manager" menu).
I attached a snippet of the relevant server log entries. Any thoughts or ideas are welcome.
For me its not just sometimes it seems its at every daily restart and whenever we load a save manually
any other ports needed besides 7777 to be forwarded?
Friend says he is getting weird glitching.
1,1 has Port 8888 as well
Is there a way to host a server with only one available port?
I'm behind a router in an apartment building. I do not have admin access to that router, so I've been using a VPN to host a dedicated server in beta and 1.0. This has worked well, as the VPN gives me a dedicated IP and 1 port, but I have not been able to work out how to configure this in 1.1
1.1 can't have only 1 port
Use playit.gg or something else to have 2 ports
Thanks, I'll check it out
But a VPN gives you all the ports? A VPN makes it so that you are already inside your network/directly connected to the server. Then you can use all the ports
@trim tangle
And if you hosted back in beta you already used three ports
Its a regular VPN with a dedicated IP and one outside port, not a peer to peer type setup. The beta and 1.0 game are indeed asking to use multiple ports but by pointing all those to one value and using the server manager to connect we got it to work on just one VPN assigned port π
What VPN software do you use?
Generally a VPN should package network packets inside another, send this one to the peer at that one port, then extract the original package.
So even with only one VPN port you can use all the ports inside of it
1.0 ask for 7777/udp 7777/tcp
1.1 ask for 7777/udp 7777/tcp 8888/tcp
so 1.0 works
@hidden forge
Maybe you're right, and I just have not found the correct settings yet.
My understanding is that the ports need to be seen by the client to make a connection, and the VPN is only presenting one port on that IP
MOTHER OF HELL
1.1.0.2 MADE IT WORST
IT BOOTED UP THE SAVE AT 100% ALL CORES
for what amount of time ?
What VPN software do you use?
2min 50s, it's written in the screenshot
the game hard buged so bad, it's said fuck you to my world and gone to the world creation save, AND THE CPU CORES ARE STILL AT ALL 100%
ohwait
it's the fucking idle bug agaun
all cores 100% while in the hardlocked idle bug
G R E A T
I have been using Private Internet Access.
Now I've turned off the VPN and I'm trying to figure out Playit.gg
I've set up a tunnel that uses TCP+UDP with 2 ports, and I've been able to connect via the server manager page in the menu and load up the world save. When I tried to log on I got the same crash and error as I got earlier today using the VPN:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000c0
FactoryGameSteam_ReliableMessagingTCP_Win64_Shipping!FReliableMessageProtocolTCPConnection::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessagingTCP\Private\ReliableMessageProtocolTCPServer.cpp:260]
FactoryGameSteam_ReliableMessaging_Win64_Shipping!UReliableMessagingPlayerComponent::TickConnection() [D:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Private\ReliableMessagingPlayerComponent.cpp:67]
FactoryGameSteam_ReliableMessaging_Win64_Shipping!UReliableMessagingSubsystem::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Private\ReliableMessagingSubsystem.cpp:89]
error shortened ```
Ah yeah, PIA is on of these VPNs. Didn't know you could even route something from their end to yours.
Don't have experience with playit.
You on stable or experimental? Experimental needs a third port
The issue started after we updated to 1.1 experimental.
I've tried a tunnel with 3 ports TCP+UDP using playit.gg, but we all get the same error. Its so frustrating because I do have remote admin access, but nobody can actually log on. I'm going to put it all aside for now and have a fresh look at it later.
Thank you @hidden forge and @sturdy niche for your help.
so for play it gg it's simple
create an tunnel with 2 ports
take the port from the ip it gave you
go to the launch settings of Satisfactory
go to ExecStart=/home/steam/satisfactory/FactoryServer.sh
add -Port=[the port given to you by playit.gg] -ReliablePort=[the port given to you by playit.gg + 1]
and in playit.gg for the local address put the server local ip and [the port given to you by playit.gg]
Why ?
because wen you create an tunnel with 2 ports it will take the port you putted in the local address and the second one will be the port you putted in the local address + 1
same on the output ip
public port + public port +1
Oh okay. When I turned off the VPN I thought I did not need launch options anymore. I'll try it after dinner.
Thank you @sturdy niche
Hi, I'm currently hosting a dedicated server but I frequently run into the issue of having "ghost" foundations. When I dismantle foundations, they just appear to still be there, but when interacting with them (walking on them) I just fall through. Also I cant select some foundations (with the middle mouse button) that were (apparently) built before the last server restart. Other people on the server experience similar issues. Its highly unlikely that the cause for the issue is performance, since we are only at phase 2. It has happend on previous playthroughs and I was wondering if there is now a fix for this annoying bug.
Thank you in advance!
@sturdy niche It worked! Thank you so much
yippe
the CPU leak is so bad
sudo systemctl stop satisfactory takes 2min to process
i am not joking
it's still trying to process
2min 38s total time it took
to stop SF
Anyone getting this on experimental when placing certain buildings? LogGame: Error: Disconnecting player Char_Player_C /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Char_Player_C_2147425919 as Hologram Holo_Blueprint_C /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Holo_Blueprint_C_2147359353 failed to deserialize construction message
is there some type of Glitch going on?
When my friend goes to build a foiundation, it necver completes, and he can't see any other foundations built by others, however my other friend it's fine. Wtf is happening?
Has anyone seen any bugs with laying foundations on multiplayer servers?
I am getting the same issue
I think this issue has appeared since the launch of 1.0. I have seen several bug reports that mention the exact same problem. Does anyone here know if this is fixed in 1.1 or if there is a pheaseable other fix (without constantly reconnecting?)
I experienced this on 1.0 but have not yet experienced it on 1.1. That said, I haven't played for too long on 1.1 (maybe 10 to 12 hours), so the issue could still exist, and 1.1 brings other potential problems.
ah ok, thank you. I think i will try to lower the auto restart interval since it only happens after a few hours of gameplay. I would personally rather have to rejoin once every 4hrs or so rather than every time I remove a foundation
this is the kind of problem ReliablePort is mostly fixing (1.1)
Yes. We were basically hitting all sorts of walls and limitations with the build in replication system, built on UDP. At the end of the day, the replication system in Unreal Engine doesn't cope with the kind of scale Satisfactory hits - as it is optimized for latency and not throughput - and we decided to take matters in our own hands, open up a TCP port that is great when you want to fling a lot of data around and don't particularly care about latency at the minor cost of annoyingly having to configure additional ports in your firewall. It ended up not only fixing the issues, but also bringing significant performance improvements with it.
The client experience has felt improved.
I have received few reports of this, but sadly i am unable to repro it on my side. When you have this issue next time could you share the logs from server and client ?
do the system requirements increase massively by running two dedicated servers on one machine instead of ... one dedicated server?
if so, do they require all that beef from the system simply by running? or is an idle world with no players in it not very heavy?
so in the scenario of me and my friend playing on my server, but nobody being on another friends server, the "idle" server should not hog as many resources as the one we are in?
SPECS of SERVER
CPU/GPU: Ryzen 5 2400G PRO
16GB RAM
128GB m.2 SSD
iirc the CPU got a single-core performance of 2200-something, so it is over the req of 2000 as listed in the Wiki
It happens every 5-10 minutes while I am playing, happy to share the logs and hell, I will even stream it if you want to see lol
Logs will be helpful, i have seen the videos.
You got it! I will start gaming asap! Do I submit logs right through the games feedback section?
I am currently running a DIY satisfactory server via Epic Games client. I was wondering if I downloaded the Experimental whether I could run them both alongside each other? My concern is that they might share the same 'Factorygame' folder for save files? Anyone have experience with this? If they do share the same folder is there anyway to make a new folder and get the experimental version to point to there?
If there is QA site ticket you can share it there or in my DM on discord.
Do you know if this happens with the Linux and Windows dedictated server, or just windows
I have seen reports only from linux, wasn't sure if it also happens on windows. Also one of our programmer who implemented the new reliable messaging system said "If players who are playing as clients on dedicated servers are having issues in getting feedback for building foundations but are getting visual feedback for building other buildables like pipes, belts or factory building, ask them to remove big chunks for foliage nearby and based on the result of that we can know what the issue could be."
is this bad [2025.04.11-15.37.09:544][583]LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest [2025.04.11-15.37.09:548][583]LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR [2025.04.11-15.37.10:163][602]LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest [2025.04.11-15.37.10:163][602]LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
from my post, it seem the bug's can overlap
https://questions.satisfactorygame.com/post/67f7fc1b6b7c573196366158
also i don't know how to start the logging process on debian
Yeah it's happening with windows back end. Do you need the logs from the person experiencing the problem or the server owner
A person relogging seems to fix it. So there is some more info
Ideally all 3 logs- The player experiencing it, player not experiencing it and also the server itself.
Okay, I am seeing the issue right now, how do I DL the logs?
Do I need to enmable logs for the dedicated serer, I don't think i ever did
it is enabled by default, it should be in the installation directory.
The CPU leaks is cra-zy
Anyone can help me with a problem with my server. I have installed the docker container in unraid. With the experimental build. However using the port 7777 de game crashes on connect. Swapping to the port 8888 itβs just stays infinite in the .bat loading screen
Anyone have some tips off potential issues? ( ports are opened)
You have to open ports 7777 and 8888. Add a new 'path, port, variable, label or device' in the container with config type of 'port'. Then set the container port, host port and default value to 8888. Set the connection to TCP and give the config a name. Save, apply and restart the server.
if you ever want to build your own server to save money here is a usefull way to do so https://youtu.be/irW0AiRED3w
I just sourced the cheapest parts I could find and managed to cobble something together for $170 lol
nice
Anyone know the commands to fix a dedicated server causing clients to crash? I know it's regarding the ports
Been trying the reliableport command given in the change logs but it's kicking it back saying it's a unknown console command
the reliableport command goes in the startup command of the server if your running experimental
ah fun, trying to help a friend thats running their own dedicated from home and keep crashing with this for the crash report.
if im not mistaken thats what it gives when theres the port issue right
im not sure
if they are not getting fully loaded into the world before it crashes, probably do need to check the ports
heey, im new here and have an issue with my dedicated server, the qna link is https://questions.satisfactorygame.com/post/67f978806b7c57319636664e but i can repost the page here if needed , thanks beforehand
im also with the same issue
Ports not forwarded right
Need 7777 and 8888 tcp/udp
7777 tcp/udp and 8888 tcp
8888 doesn't need udp
i just always do bothj, don't really care
Is it safe/okay to run a dedicated server on 1.1?
If so does anyone know how I update a brand new server to 1.1 (EVLBOX is my hosting company)
It's experimental. It has issues. It has improvements. I'm running it and having a good time (despite some problems). If you'd like, back up your saves and give it a try.
Most external links are disallowed here, but Google "EVLBOX satisfactory experimental." The first two results should give you everything you need.
Thanks!
the bottleneck often is RAM
very big save can take 24GB for the dedicated server alone
then you need stable enough cpu to give second dedicated server similar performance as to the first one : most last gen desktop cpu will do fine
older laptop cpu will do crap
then it will tack ressources as long as world is running
so if world is paused when disconnected it will be almost free cpu wise (but still lock a lot of RAM)
with 64GB RAM you could host 3 dedicated servers for instance
Well roll the dice and see. For me it crashes on anyone joining, making it unusable on Experimental atm. I can play on it solo after it initially crashes, but that's a moot point if my friends can't play with me.
Which is a shame because it runs much better than 1.0 and has all the sexy new improvements like blueprint auto connect.
But I have forwarded and allowed 7777 on tcp/udp and 8888/tcp. Im also getting the same issue connecting locally which shouldn't require any port forwarding.ive also allowed bot ports inside ufw for both tcp and udp
in addition to adding the port to ufw, did you check the docker config to make sure that the ports are going to the docker container, as well as making sure the startup script uses the correct ports?
can someone help me pls.
how can i change session name on dedicated server?
iβve tried everything i found on web. nothing solves(
I'm seeing something similar on my end. Got through once and was able to play, reloaded the save and now I can't. Ports are correctly forwarded, and are present in the *.ini, but I'm back to crashing on load.
It seems to allow me in after a restart of the server though
my server crashes while uploading the save
(fresh server)
i've never joined the server yet. trying to load an 8 hour save
fixed it: change cpu mode to westmere
uhm I loaded my save into a new dedicated server on 1.1, and everything runs smoothly, except all my blueprints are gone
are blueprints stored on the machine hosting the server, or stored in a save game file on my client side computer?
I think second (srry for ping)
Guys. Does anyone had an issue with experimental DS 1.1 (latest as of current moment) that when player plays for more than 30 min, the grass/trees obstacles uppon destruction stays for clients and when placing foundations they are placed on server but on client only hologram appears?
Still same error? did you add a flag -ReliablePort=8888?
You don't have to forward ports for local, so something else is wrong. Is the windows firewall on where you are hosting the machine, or you using Linux
I'm having the same issue, did you figure out any other fix other than restarting?
If you manually load a save, it seems like players crash on join until a restart
It didn't quite helped thou (same issue?)
it's saved on host (so server here)
but it's not embedded in the save file
it's separate files in the save directory
is it just me or can you end up with nowhere near the appropriate amount of hand slots on a dedicated server? only hand slot i got was unlocked when I was logged in and playing, so now i have 3 slots when i should have at least 5, if not 6...
has anyone encountered this error when trying to connect to a server? I am hosting and my friend is having trouble connecting
You don't have the new port forwarding properly set up.
Added 8888 (there are two now), see #patch-notes message
thanks!
I just port forwarded 8888. Where do I add it on the server so that it going to the right path? I am using the steam server tools
I launch it with custom scripts, and I'm not familiar with Steam Tools.
it just need port open in firewall and forwarded TCP server will open port if 1.1
you can check listening ports with commands found in official wiki
sigh any way to handle the "duplicate pioneer holding all my stuff" bug where my body is apparently inside the world and even moves if i try and approach it without a save editor?
if your launching it through the steam app, just add in the ports in the launch options
we figured it out thanks everyone!
I have a question. is there a way to change the admin password in the config files? Ive forgoten mine and had to reinstall the game.
I have looked through the files and wiki but found nothing. I also have deleted the config files but i cant get the menu for a new password to pop up.
Delete the ServerSettings.7777.sav file within the SaveGames folder on the dedicated server. If it's running on Linux, the file is located at ~/.config/Epic/FactoryGame/Saved/SaveGames/ServerSettings.7777.sav. If Windows, you'll have to Google it.
Also, the 7777 in that filename could be different if you configured a different port.
Thank you, that solved it!
I have to keep restarting the server over, and over, because it either 1. doesnt let people join, 2 it commits code endment
Hi, if I run my dedicated server via SteamGUI, everything is fine, can load up my game. But when I do it via wolveix dockerized server, it's stuck at the loading screen, weird too as I can hear the game working in the background. This is the experimental branch btw.
Will placing Conveyor Belts now no longer crash the server?
Yep. Built whole mega factories, there's no instability I've seen
Thanks,glad to know it.
You are on experimental and missing the new port
Works perfectly with the new port 8888. This is all on the same local machine btw. But when I try it with a 2nd server while the 1st one is running, I assign it 8889, and that's open too, still stuck on the initial loading screen.
So I'm new to SFServers, but not to servers in general. Having the issue where it closes when I leave the game. I've tried claiming as admin on public IP and then client locally, and vice versa. No matter what, the server hangs when I leave. Am I missing something?
Externally hosted server has been constantly crashing for the last few days, throwing up the EXCEPTION_ACCESS_VIOLATION error, address is either 0x0000000000000028 or 0xffffffffffffffff
Cant see how it would be a hardware issue as the server has a plenty good cpu and more RAM than one could ever hope to use
Run through all the fixes I've found elsewhere (such as drivers, bios, file integrity)
Have seen in prior posts here that some people encounter this when starting to use a lot of blueprints, just cant seem to figure out which ones I've been using could be causing it
At a loss as to how to approach this anymore
Hi guys, is there a new Ptero gameserver Egg or so? (Because for 1.1 Experimental some has changed on the Server Side if I'm not wrong)
There is a new egg you can download, or you can manually make the changes yourself.
do you maybe have a Link?
If you look it up on the egg repository it should be the only egg
My server just randomly closes. A friend and I have been playing on it for a week. But for some reason the cmd window closes randomly. We are on 1.1. All ports 7777 and 8888 are open. Any Ideas on how to just keep it up and running?
I) forgot where are the saves stored for the dedicated server, just going to migrate this to Linux to see if there are less glithces
On Linux? This folder: ~/.config/Epic/FactoryGame/Saved/SaveGames/server
can i just make this after getting Satis on Linux, or do I need to just create a save first, then go from there
if it's part of the home directory, then should work
If the files exist, it will see them immediately once you start the dedicated server. You can even change saves in-place while it is running and refresh the client UI to see new saves.
parker (or so) only has the one from v1.0 (last updated last year)
Has anyone else seen this issue on their 1.1 dedicated servers? https://www.reddit.com/r/SatisfactoryGame/comments/10ycpe6/objects_stuck_with_blue_hologram_not_building/?rdt=37084
I think that sort of stuff is the main reason 1.1 required two ports now: #dedicated-servers message. And no, I have not had those sorts of issues on 1.1 yet.
Yes. Even with new ports and etc. Seems like some packet drops after a while and server places thy item correctly but for players it's blue
Reconnecting fixes the problem. I believe it's on Network level issue
Yeah I noticed that reconnecting fixes it. Just wanted to make sure it was a known issue.
Idk. even disabled L7 and L4 protection on host side, but still happens after 30-90 mins
sometimes just, doesn't happen
I must be lucky, then. π
Does seem like it. I still believe that this is a net issue, and if confirmed than that sucks a lot, cause even if 1-4 packets dropped and this issue arises it kinda annoys people. In this case it's better for devs to sync data with server back via TCP protocol in order to keep everything synced. Can be done like: get player->near locations->buildables if player has n loaded then ignore, if n != the true objects on client than sync and run once per min or idk. can be done better, this is example
not had issues with that either
Hey, I know this is probably something I should already know as a server operator.
But I'm currently experimenting with hosting dedicated servers. I have several servers without public IPs, and one server that does have a public IP. So far, Iβve been using the server with the public IP to relay traffic to the others. This setup has worked fine for Minecraft.
However, when I try to do the same for Satisfactory, it doesn't seem to work.
Has anyone here worked with something like this and might be able to help?
Any advice would be greatly appreciated
you use proxy for MC so that when player connects to specific domain/link it redirects to a local conn to that server but with satisfactory it doesn't work, right?
Yeah, I use a wireguard VPN for transmitting from the "relay"-server to my bigger servers, and for MC it works fine. but for Satisfactory, it just says server offline like shown in the picture.
Now I know satisfactory might do dedi servers different from MC.
For MC, Player connects to 37.XXX.XX.XXX:25565, and they get "redirected" to a local server
idk what to say. usually people use traefik in that case to relay traffic if incoming is from location x to local server
But with WG it may be different, did you allow 7777 and 8888 (both udp and tcp)? did you attached it to wg network?
I have allowed a bunch of ports, considering I can connect and play just fine when connecting directly to the wireguard IP. I could try traefik
strange then.
But hey, wehn using traefik I recommend launching Satisfactory via docker compose and define traefik labels for incoming traffic
I currently use a Docker image for Satisfactory servers, its the wolveix/satisfactory-server, is that the one I should use? or is there a different one?0
I think it's okay to use this one thou, I used it for myself previously
labels:
- traefik.enable=true
- traefik.docker.network=traefik
- traefik.http.routers.api.rule=Host(`your domain here or point`)
networks:
- traefik
networks:
traefik:
external: true
This is what I used to add in my compose
but also don't forget to run traefik via compose with the same name. Example:
services:
traefik:
restart: unless-stopped
image: traefik:latest
// configs and etc
I'll definetly have to research that
I see that servers use 2 ports, one for id guess game packets, and one for communication with the server. how does the client know the port for the communication?
That's the thing, I still haven't figured it out
have you ever experienced the game crashing when using relayt?
I've experienced crash when forgot to forward ReliablePort
Which is? the 8888 port?
I bound 7777 to 1777, and 8888 to 1888
Yeah
Actually, can you send an error log? Or what happens on server log console during and after player connect/disconnect
I can check, connection is fine when connecting without the relay tho
hich log? game crash log? satis server log? or relay?
Wait, server chased or client?
Game clientg
Error code?
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000c0
FactoryGameSteam_ReliableMessagingTCP_Win64_Shipping!FReliableMessageProtocolTCPConnection::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessagingTCP\Private\ReliableMessageProtocolTCPServer.cpp:260]
FactoryGameSteam_ReliableMessaging_Win64_Shipping!UReliableMessagingPlayerComponent::TickConnection() [D:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Private\ReliableMessagingPlayerComponent.cpp:67]
FactoryGameSteam_ReliableMessaging_Win64_Shipping!UReliableMessagingSubsystem::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Private\ReliableMessagingSubsystem.cpp:89]
FactoryGameSteam_Engine_Win64_Shipping!FTickableGameObject::TickObjects() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\Tickable.cpp:153]
FactoryGameSteam_Engine_Win64_Shipping!UGameEngine::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1864]
FactoryGameSteam_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:15]
FactoryGameSteam_Win64_Shipping!FEngineLoop::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5864]
FactoryGameSteam_Win64_Shipping!GuardedMain() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
FactoryGameSteam_Win64_Shipping!GuardedMainWrapper() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
FactoryGameSteam_Win64_Shipping!LaunchWindowsStartup() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
FactoryGameSteam_Win64_Shipping!WinMain() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
FactoryGameSteam_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll```
It seems like reliable port is not detected by client or is not set, but if without relay works then it SHOULD connect, but doesn't
weird, might be because its not 7777 and 8888
Will try them out
If the 8888 port doesn't match all the way through you need an extra argument when you launch the server I think
I mean, this server is only for me and my friend. So i could make it 7777x8888
Yes, it was port mismatch
I do feel the occasional lagbacks tho
would probs be solved If I had only relay running on the relay server
right now its running 8 websites, 2 websockets and 3 PSQL instances
Naw, I'm not using either of the default ports.
Is anyone else running into the issue where after the server restarts, no one can connect? (on experimental)
client sees the connection but can't auth
Anyone have any suggestions on this? Did I brick it by claiming admin from both IP's at different points in time? I've tried removing all connections and just adding it as a client, but still no luck
Just. Reinstall. Idk how to help you, no client connection logs from server, no server/client crash logs
okay i have One issue.... PLEASE tell me someone has a fix... please π
I have the server running on WindowsGSM on and alternate computer. I can connect to the game using my Local IP and/or Dedicated IP. But when I exit it shuts down the server. Even if I am Admin or I am Client. It shuts down the server. is there a fix to this.. I want to run the server 24/7 even when we are offline. Is there a fix to this?
Iβll give it a shot, thanks
1.0: don't host on (directly) Windows
1.1: should be fixed
On that note, is there a way to clear admin logs? I suspect it may still be treating my client connection as admin since I previously claimed it from the IP Iβm trying to log in as a client from
It shouldn't matter? Client should connect no matter is that a regular nor admin
Do you have logs on server what happens when you connect?
Yeah, Iβll drop them here when I get home
anyone know how to configure the amount of rotating autosaves now? this doesnt expand on the amount of autosaves :/
-ini:Game:[/Script/Engine.GameSession]:MaxPlayers=8:Engine:[/Script/FactoryGame.FGSaveSession]:mNumRotatingAutosaves=288
Outside of valid parameters? 2^8 = 256 range of 0-255
there is a limit?
to everything
im curious - how would i find out what the permitted values and value ranges are?
experience? I dont know any of this for certain, but occams razor says it's probable. How many 1s and 0s did the programmers allow for storing that value?
also, in 1.0 I was able to just manually change the engine and factory game ini files, but now they appear to be overwritten with some kind of template. dont like this -ini situation but couldnt find any other way
that is possible, if the devs are focusing on a particualr thing while actively developing the game
there seem to be more autosaves now so thanks a bunch for the help @wicked knot the svc seems to start even if i give it invalid arguments so this one was bugging me for a while..
Just pass INI changes on the CLI when you start the server. For example, this is how I invoke the server. You can edit as many INI settings as you'd like.
/opt/steam/satisfactory-dedicated-server/FactoryServer.sh -Unattended -Log -Port=7777 -ReliablePort=8888 -ini:Game:[/Script/Engine.GameSession]:MaxPlayers=12 -ini:Engine:[/Script/FactoryGame.FGSaveSession]:mNumRotatingAutosaves=20 -ini:Engine:[/Script/OnlineSubsystemUtils.IpNetDriver]:NetServerMaxTickRate=120 -ini:Engine:[/Script/OnlineSubsystemUtils.IpNetDriver]:LanServerMaxTickRate=120 -ini:Engine:[/Script/SocketSubsystemEpic.EpicNetDriver]:NetServerMaxTickRate=120 -ini:Engine:[/Script/SocketSubsystemEpic.EpicNetDriver]:LanServerMaxTickRate=120 -ini:Engine:[/Script/Engine.Engine]:NetClientTicksPerSecond=120
(edit: didn't fully read chat history before responding, heh)
heh, took me a bit to figure out how to load multiple ini files also :p
thanks again for the help
Do you know where to get ALL values and ini that server admin could look up and change?
I don't. The best resources are the default INI files and the wiki.gg pages. You can also find some interesting stuff by looking through any open-source repositories managing Satisfactory installations (hosting providers, container maintainers, automated installation handlers, etc.). If anyone knows of better sources, let us know! π
I'll let you know if I find any. It's just a bit of...idk. Not publicly available info I believe? like I want better logging on network level to get some problem sorted, but in Engine.ini there is no such option thou
Has anyone tried changing self signed cert to own cert on Server API?
kinda curious about self hosting on my old system (i7-2600K, 32GB RAM, SSD), probably on Linux, but I think it would be too expensive energy wise (UK has relatively high electricity price per kWH right now).
Does anyone have any experience of this?
Anyone seeing 1.1 servers taking up more memory? I restarted in 1.1 and I just had a crash and went to check why and apparantly my laptop had run out of memory.
I'm aware there's a uobject leak bug that could affect this I guess, but they do seem to be running higher on memory consumption
Can I upload Blueprints to a Dedicated Server (Hosted using the Ptero Egg) and if yes, where?
any known workarounds for the high idle CPU? finding my box constantly at 75% load with no players until the docker container gets restarted at which point the cpu drop back down to near 0%
Seen several others complaining about this issue on the QA site and in this channel previously
hey i have a question, if i upload an autosave to the server my client crashes and gives almost the same error log as @sleek sandal 's issue, but when i upload a mannual save i can load in fine(sometimes im a different player and have to kill the old me). this goes for server autosaves too, if i load a autosave made by the server it once again crashes the client.
yeah, idk what to say but most people that have this posted on QA that this is a 'cpu leak'.
Sometimes after loading a new save on a DS I get this every time I try to join. Restarting the server doesn't have an effect unless I fully remove all server settings. First load works for a time. The next server restart will result in the same client crashes.
I'm on experimental for both
Had the same error. Did you open port 8888 udp and tcp? That fixed it for me.
It's open, yes
wait let me check my forwarded ports though
Yes 8888 is forwarded, and the port is open
wait does 8888 need udp? The docs didn't mention udp
added the rule and will see what happens
Same issue persists
If you look at the channel history, countless people came here with that error message, and it was always resolved by correctly forwarding the new port. I'm not saying another cause isn't possible, but double-check everything.
Just TCP: #patch-notes message
I'll do a restart of everything but 7777/tcp 7777/udp and 8888/tcp have been open for that past several days of play. I just opened 8888/udp just in case. Tripple checked forwarded ports and open ports.
Fair enough. It is something related to the new reliable port, based on the call tree in the error message. It could very well be a unique issue with that new system.
I should note my buddy and I have been both playing on it through a domain I have forwarded to the ip, and the satisfactory server is running in a podman container on a rocky linux. Everything works after a fresh container build but eventually will deteriorate immediately after either a save change or an automatic server restart
Those two latter issues are known (issues after either a save change or an automatic server restart). They happen to me sometimes.
The only thing I haven't done is set up a custom ssl certificate
Ahhhhh
I just keep restarting the server until it works again.
Yea I have to rebuilt the container for it to work, a server or container restart isn't enough
but a container rebuild works fine, even though all the game data and saves/server config file are all in a mounted partition
Or I should say a rebuild works almost every time
Yeah, that's rough having to rebuild the container each time. I'm not running in a container (just a local personal Linux box), so I just spam server restarts, and by the third or fourth try, it'll boot and load the save properly. See: #dedicated-servers message
Thanks for the link, I'll expore.
Yea my server is a homelab that runs some production things, so being in a container means I can login to cockpit anywhere and manage everything
I've been planning on setting up something similar, but I've been waiting until I get around to upgrading the OS, which likely won't happen until support ends for my distribution's release. Procrastination...
That's the other beauty of containerizing everything, system upgrades won't affect them XD
However, when I moved to Rocky linux I nearly lost my zpool because my last os used a newer version of zfs
getting a custom zfs installed in the os and kernel modules in place was a nightmare. Lost a day to that
Ooh, I'm running ZFS too. I'll keep that in mind. Be sure to check the version of ZFS before any OS changes.
Well more importantly export your zpool
exporting your zpool will make it compatibile for other zfs versions to pick it up
which I had failed to do
I'll likely stick to a distribution that packages it natively. I don't have time for that anymore. Now, if I were younger. π Reminiscences about setting up Gentoo systems.
(scratch that I double checked, zfs version is more important, it auto exports on os shutdown)
This is nice if you have recent packages. I wanted something stable and slower and I'm amazed that zfs is the only thing that bit me
rocky linux also lets me dip into the rhel environment a little bit for the experience
Man, I have a temporary pool (that I used to move a large amount of data around) that is forever stuck in my system because I didn't export it properly, so this behavior may be distribution-specific. That phantom pool causes a warning every time the system rebuilds kernel modules (and therefore runs grub update scripts that traverse available filesystems). For the life of me, I cannot figure out where/what is still storing that old, removed pool. The error doesn't matter, but it annoys me everytime I see it.
Try explicitly importing the zpool and setting its mountpoint somewhere explicit. Purge any snapshots that predate it's removal and then run the zpool destroy command
I no longer have that pool. It was temporary, on borrowed disks. π¦
I'll check that out shortly; thanks.
Hey folks. I've got an issue where my whole game client shuts down/crashes every time i try to join my own dedicated server. However, when i join my own server from where the server is running there are 0 issues.
Dedicated Server is running from my laptop.
Trying to join an active game from my PC = Game crashes to desktop.
Port 7777 is open TCP and UDP - Firewall and Router
Could anyone help me figure out what's wrong β€οΈ
Are you on experimental? If so, open 8888/tcp, as well.
Sorry yes i did that as well. let me doublecheck the router too, i am tired xD
And just like that it seems to work β€οΈ
Can I upload Blueprints to a Dedicated Server (Hosted using the Ptero Egg) and if yes, where?
Please ping me on Answer
Yes there's a blueprints folder within the saved folder next to your savegames
Haven't tried this personally, though
Assumably it works that way
I donβt have this Folder?
it gets created on saving a BP in a BP designer in game
We already have created some, but non there
I don't see your saves, either, so you must not be in the correct location on the filesystem. I don't know how your containers are configured, but the lack of a "SaveGames" folder at the location you posted above tells me you are looking at the wrong path. The save file path ends in FactoryGame/Saved/SaveGames/server/ (and contains .sav files) and the blueprint path ends in FactoryGame/Saved/SaveGames/blueprints/ (and includes folders named after sessions that contain .sbp and .sbpcfg files for each blueprint).
.config for saves in ptero/pelican
thx
I will say I did custom mounting so that the physical directories on my drive are laid out in a nicer hierarchy, sharing a screenshot was a bad idea without clarifying lol
Does anyone here use GTX Gaming for their server -- I've just switched my previous game to satisfactory, but it appears the server is on the experimental version, is there a way to revert it back to 1.0 ???
yes but it will not be compatible with newly made saves
make sure it loads not experimental save
though I don't know gtx gaming
Ciao! CβΓ¨ qualche italiano che ha voglia di giocare a Satisfactory insieme a me?
Mi servirebbe una mano: sono praticamente alla fine del gioco e da solo faccio fatica a gestire tutto.
Volendo, potremmo anche creare un nuovo mondo e giocarci insieme da zero!
P.S. Sono un pro player, quindi posso dare una grossa mano anche a chi Γ¨ alle prime armi π
Thanks, finally sorted it, for some reason it installed 1.1 on the server, I found a "reinstall" option which made it download the game and install it again, this time it worked and was 1.0... seems all good now. I was just surprised that it downloaded 1.1 initially.
- English please
- Probably #1201555265942724758
Hello everyone,
I'm new here and I have a question right away. I installed a Satisfactory server on a Windows 11 24H2 VM via Proxmox. The necessary ports are all correctly opened and accessible, and the server is listening on port 7777. When creating the VM, I also selected "host" as the processor. Using my local IP (192.168.x.x), I can connect to the server, but my friends can't join via my public IPβthey get a message saying the server might be offline.
As a test, I installed Windows directly on the same PC with the same hardware and set up the server, and in that setup, everything worked perfectlyβmy friends could join without any issues via my public IP.
Do you have any ideas on what I could try? Obviously, the issue seems to be the connection between my router and the VM.
Thanks and best regards, SkySl1d3r
check your port forwarding. sounds like it points towards your PC and not your VM
the port forwarding is working fine.. the only difference is that right now there is a proxmox in between
You're sure?
Does it point towards the IP of the proxmox host or the IP of the VM?
it does point towards the VM
Then check the firewall
Is retaliation broken for monsters on dedicated servers? Monsters just seem to run away after being attacked and do not attack me back.
it's a setting you can switch it do aggressive in options
if you talk about port forwarding and you want anyone to be able to join it's either nothing or 0.0.0.0
its currently set to retaliate but the enemies are not retaliating
you are checking the in-game setting ?
not the home setting, which is for local game
correct, setting for local client.
Do i join w 15777,7777 or 15000
wdym, I said not for local client
but when in the server game
yes the client while connected to the server has the above setting currently set
default is 7777 seems like you found some old guide, stick to official wiki :
creature hostility is supposed to be controlled by the client itself, not the server as far as I'm aware
it's still 2 different option, and the one in server games is affecting server behavior (while it's a per client option)
I don't see an option in server settings to control creature hostility. Is it not located in the "Server Settings" menu? Is there a console command I can use to change it?
nope, I don't know if you are using experimental or not
it may be disabled
yes, experimental
then it may be disabled by devs
yes it may be that. I will test on a stable build later.
Well it doesnt work i even disabled the firewall because its my second pc and port forwarded it says offline not authenticated
external ip should be either empty or 0.0.0.0 if you want anyone to connect
Thanks finally took me an hour to set this up
Um i cant upload my save it says failed to connect to the server api
And i also cant join it just loads for an infinite time
Can't find any info so far on this disc or online. Wasnt the case with 1.1 untill today's update to 1.1.0.3
Talking about the stutter when flying, it's happening constantly when flying/walking or doing anything ingame.
game just stutters every 5 seconds for a second for some reason π¦
Tried restarting the server, removing it and readding it and the game itself/pc.
Anyone else on exp dedicated server now getting hard crashes when attaching track or other station buildings to station buildings with the latest server build?
Hello
Does anybody know how i can truly reset my progress? I hosted a dedicated server a while ago for a friend. Now i'd like to restart and created a completely new server. Funny thing is, i created a fresh save, cleaned the AppData folder on the server and the client but when i login it says "Welcome back" and i have stuff from the earlier sessions in my inventory. No idea where this progress is saved but i would like to truly restart, somebody has an idea?
If it's ptero/pelican panel it's in .config
+login anonymous +force_install_dir /home/steam/satisfactory +app_update 1690800 -beta public validate +quit
if you "skip onboarding", its normal to have some plates, rods, etc on a new game
Ok thanks, i started a new game in SP then uploaded this to the server which worked. This way we could see the intro and everything
Alrighty, I think I have my satisfactory server VM set up and working, and it should be reachable from the outside now...
Does anyone want to try to connect?
I'm crashing about every other time I connect rails or stations to eachother, is this known?
Right as I posted I read this
yea
Happening to everyone on your server?
I would like to connect please, what is the code?
Yes
Thanks for the confirmation. Glad it's not just me π
are the 1.1 experimental server useable again ?
I'm on it! It has issues for sure but it's working
I think the improvements so far outweights the issues
can somebody help me out here me and a friend of mine are hosting a dedicated server and the game sometimes starts to desync but only for me not him like building foundations they are just blue and not there for me when i research things in the mam it doesnt research for me and is stuck the whole point + milestones are not unlocking the schematics
Yup there are multiple dsync issues. Leavning and rejoining will solve them for a time. Hologram stickiness went away for us for awhile but it occasionally returns
yea i know for rejoining it fixes it temporaly but im realy not going to rejoin every 5-10 minutes
It's what we're working with right now, so you can wait for a fix or try experimental if you're not on it. Or just do client hosting if it's a deal breaker π€·ββοΈ
yea lets see couz the foundation aint that annoying but research etc bc we just did a new save for experimental and its annoying for early game
you can check for open issues here
That problem with research went away for us
i cant upload my save it says failed to connect to the server api i also cant join because it just loads forever anybody help?
the server is on my second pc and im using the external ip to join
In your LAN, use the LAN address. Public IP is for outside your LAN
i see the idle CPU bug is still not fixed π¦
zero players connected, server is in auto-pause mode
and heres the after pic, killing the games process and relaunching the server...
happens literally every day
i even setup a cron job to reboot the container every day at 5am, but after a few hours it will be right back to maxing out all the cores
Quick question for anybody running with wolveix's docker container
the run command currently has autopause included as true
I'm garbage with docker run commands. Is there a quick way to edit the run command with the docker stopped that I'm missing?
turns out there isn't. looks like I gotta destroy the current container and start a new one with a new run command.
Yuuup. Happening on both me and my buddy's end as well. I was all set to make the lines to get our nuclear plant running but not anymore 
Yeah, me and a buddy were setting up to capture the entire Spire Coast nodes to take back to our giant sandcastle in Dune Desert >.<
Hopefully there's a fix soon with how impactful of an issue that is.
if you are on experimental it's probably still the same bug : socket gets stuck, needs few second off before starting it again
otherwise it bootloops after automatic restart
yo yo - Is there a specific path for updating my dedicated linux server to experimental? Or do I just shut it down. add the -beta flag and let it rip?
u will want to make a backup
but im doing same thing rn ^
im running into crashes tho hmm
running into this issue on a dedicated server rn Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000c0
hmm i wish i knew more about the server to help out π¦
I just pulled it down using steamcmd and it workedd... been playing on it for a while
screw it... im going for it
I might need to reverte and just wait until they fix whatever the issue is
cus I can run the server on 1.0
how did you do your backup? just tar up all the random folders it creates acrsos the system
we have a site that handles it for us
so we just click a button that does it for us sry lol
I just tarballed the three different locations the wiki talks about
running the update now
can you turn off the "experimental build" banner at the top left of the screen?
why would u be
Reliable port was not specified in cli by you in dedicated server.
I have tried installing the dedicated server from steam using .\steamcmd.exe +force_install_dir "D:\Satisfactory" +login anonymous +app_update 1690800 validate +quit but it keeps installing the experimental branch. Any idea why? I get version mismatch when trying to connect using the standard client and if I try connecting using the experimental client the game crashes. I am just trying to get a non-experimental dedicated server running.
So figured it out. For some reason you still need to put the -beta public flag. Leaving the beta flag off grabs the experimental branch. π€·ββοΈ
Add -beta public after 1690800 and validate
So I've been trying to turn off auto-pause and it doesn't seem to be working. I'm on the experimental branch.
Anyone run into this problem, or is it just me?
Hello how much ram does it take for a serv to ca hold until the end of the game?
How do I make a server
Download and run
For more accurate instruct see the linned guide or ask a more specific question
Download the server from steam?
Or epic
Hey folks, an interesting observation. I've got the latest experimental dedicated server running in my kube cluster. It works fine but one thing I noticed is that after you "setup/create" the initial game world the process stops listening on 8888 briefly, the logs display "Re-claiming Server Socket from Server Subsystem". After a few seconds it will listen on 8888 again. However, if a client tries to join during those 5 seconds (which they almost always will as you click join game right after creating a game) then they'll crash. The dedicated server, will then stop listening on 8888 and start listening on 8889.
If you don't try and join during the ~5 seconds after the initial creation then it'll happily listen on 8888 and everyone can happily join.
[2025.04.20-23.40.18:927][841]LogWorld: BeginTearingDown for /Game/FactoryGame/Map/DedicatedserverEntry
[2025.04.20-23.40.18:927][841]LogNet: World NetDriver shutdown FGDSIpNetDriver_2147482189 [GameNetDriver]
[2025.04.20-23.40.18:927][841]LogNet: DestroyNamedNetDriver FGDSIpNetDriver_2147482189 [GameNetDriver]
[2025.04.20-23.40.18:927][841]LogNet: UIpNetDriver::LowLevelDestroy Server Socket reclaimed by driver subclass
[2025.04.20-23.40.18:927][841]LogExit: GameNetDriver FGDSIpNetDriver_2147482189 shut down
does anyone know what causes this error?
So what are the current server requirements
need help with server
when someone tried to join trough steam it said this, and when they try to join trough the game is says it is offline eventough i am in the game.
127.0.0.1 (there's no place like HOME) is a loop back address for network troubleshooting, not a valid public IP
oh
yeah just asked chatgpt and it said the same thing
i think i got it now imma try again
ask gpt what your IP is
Need some help, installed the server. Went into my nighthawk router settings and added port forawrding on my internal IP no problem, but when I try to set up my external IP to port forward Im getting "This IP address should be in the same subnet as the LAN IP address."
You do not need to set up forwarding for your external IP
Is there any guidance on configuring a reverse proxy for experimental with the added port 8888/tcp requirement? I'm struggling to see how to pass both 7777 and 8888 traffic to my dedi server container.