#dedicated-servers
1 messages · Page 137 of 1
It's a locally-hosted server
the reverse proxy ?
Yes, I have a reverse proxy configured on a local machine. My router forwards 443 traffic to that machine and the reverse proxy handles all my services.
Then add the required 7777/TCP, 7777/UDP and 8888/TCP to that.
Then forward these from RevProxy to the game Server as raw streams.
443 is the default HTTPS port, which is useless here
take the 2 ports form your reverse proxy and apply them to your satisfactory server
technically speaking it's not a proxy here that must be used
but some proxy softwares can be used as forwarder IF CONFIGURED TO DO SO
Hello, I am reaching you because I am going crazy with this configuration for a dedicated server.
The thing is that I set up my server but I have to launch the application "Satisfactory Dedicated server" so that my server is online. So I guess I installed the server on my machine. So how do I install this server on an external space? Something I do not understand, is there a space where you can host your server for free?
Thanks in advance for your help
there are a variety of paid hosting services. The server takes computer power, and that isnt free anywhere.
Oh ok. Is there a best hosting service in your opinion ? That you can recommend me
no clue, and kinda against server rules. If I were to shop for one, I would make sure it is same region, and check google for complaints
I just want to play with a friend, it’s a bit boring to let my computer on or share each others new update on the save :/ So I think I’ll buy one
Thanks for the answers 🙏
Okay it's been a minute and I'm trying to help a friend (and now myself) with an issue. Is the client crashing when attempting to connect to a server running 1.1-experimental a currently-known problem? If so is there a known workaround?
I've noticed the patch notes for 1.1 are mentioning port 8888. Is that a new (example) port to be defined in addition to port 7777 or is that only to be consistent with the example usage of -ReliablePort that they showed an example of?
Answering myself:
Is it a known bug that my hard drive scan is showing full bar but no crash anywhere in sight?
it might be above or below you?
if it's the usual bug then if you go far away then come back again, it will have no signal
Hey everyone, i'm running a server through AMP (experimental).
On the normal branch there were no issues, on experimental after a few hours the CPU usage almost doubles out of nowhere, even with no players online etc.
Is this an known issue? Is there a fix?
Im talking about from 2% usage to 40% usage
@tribal oxide , i had the same experience. I don't believe there is a fix. I loaded up the game directly through Docker, not using AMP, and my experience was the same
That said, that may be just how it is
I see this for both experimental and stable
Yeah? I had no issues with stable tbh
I assume a memory leak somewhere in experimental
Guess i just need to add a schedule for restarting the server every x hours
seems most issues was solved for me by adding a full restart every time the server does its automatic 24h restart
Anyone running the server on nix? I tried running steam-run ./FactoryServer.sh as the script doesnt seem to work on NixOS normally. I can see the entry in netstat like below.
udp 0 0 0.0.0.0:7777 0.0.0.0:* 24669/FactoryServer
But when I tried to add "0.0.0.0:7777" in the game using join game or server manager, it didn't seem to connect to it. How can I check the status of the server outside of the terminal output which I will link as paste bin. First time trying to host a server so would like some hints or solutions. Thanks.
https://pastebin.com/raw/0F3WJv13
This is on experimental, both server and client on same PC.
Hey, I am using the steam dedicated server on a debian with the latest experimental 1.1 and a brand new save. We are connecting with epic. Me and my friends have some annoying issues, and since I haven't seen any reports of these so far I was wondering if its only us. When we research stuff, we don't get anything unlocked and we have to reconnect for it to actually unlock. And after a while we are unable to build stuff, if I put for example foundations they show up as holograms but stay like that until we reconnect (the server still builds them, they are there when we reconnect).
We are not always affected by it at the same time, sometimes the research works for one but not the other.
are you running ufw as a firewall, if yes you need to open the port - ufw allow 7777/tcp comment Satisfactory and the same with 7777/udp
Also for experimental you need port 8888/tcp as well now --- damn I didnt read "on same PC" - sorry
Np, so I dont need to worry about firewall right? I do have mullvad and tailscale but I am getting the issue with mullvad disconnected as well.
Seems to be sort of fine on terminal and browser tho
Nah should be fine with the firewall then, pretty sure you could mess up the firewall to also block local connections but that would be something you remember doing I think 😄
Not sure about the vpn stuff if that could mess things up even if its inactive.
Yeah so I am not even sure what I can try lol. I do have a new mini pc where I can try installing nothing else but game and server just to see if it works but need to somehow firgure this out.
I have barely any experience with NixOS sadly so apart from the firewall guess I have no clue either 😄 😦
Bruh I had to use 127.0.0.1 and that worked. Should have tried that first lol. Thanks for the hints tho.
Same issues
Relogging works
But not ideal, don't think there is a fix for it yetb
Thanks for lettimg me know! 🙂
Anyone tried hosting on a 8gb pi4?
I'm thinking it wouldn't work great bc satisfactory is heavy on cpu use
It wouldn't work at all* because the server is not compatible with arm
-# *without emulation
Hello,I come here as last hope,I've been trying to connect to satisfactory steam dedicated server from a computer outside my local network for 2 days now T-T
I use the dedicated server tool from steam on a windows 10 laptop on my local network and im trying to connect from another computer from 4G connection
I disabled windows firewall and my kaspersky firewall,open port on my box by following YT videos but still it doesnt work
On local network it work perfectly fine,but through 4G connection iv quickly have an "fail to connect to the server api"
It's extrmely annoying beceause you always begin of "connection to the serv" on the clienrt when you lauch the serv,but it always end with same error message server side:
LogSocketsSSL: Warning: Failed to initialize SSL state for Socket HttpRequest
LogHttpListener: Error: Error accepting expected connection [0] SE_NO_ERROR
LogServer: Error: FMultiBindDatagramSocket failed to read data from underlying socket Unreal: SE_ECONNRESE
Did you open the ports on the correct local IP?
on the internet box?
i've set a rule for intern and extern port 7777,protocole TCP/UDP
Here is what the rule i made in my internet box interface:
I've set "extern IP" on the right to "all" bc the server isn't detected at all if i write the fix local IP of the laptop/server
I read things about "multihome=0.0.0.0" but not sure to understand
can you reach https://<YOUR-EXTERNAL-IP>:7777 ?
yep (even through 4g)
and i get the weird error code from epic game https server route_handler_not_found
Thats normal and expected
Something is wrong with your UDP connection then
Either the requests or the replies get lost
intresting
but the fact that is almost work/the server is detected trigger me so much
You were absolutly right,thre is something wrong with UDP connection
My antivirus has a network/port analysys,here are the processus when server is started,but nobody try to connect
(idk whi there is another TCP process on a random port) but as soon as i open server manager with the client on 4g,only UDP process stop
Looks correct. Probably something with the replies then
Maybe Google if there are known issues with UDP forwarding on your router ("internet box")
OK so problem is 100% bc of internet router,I'll check into it
Hi everyone! I was wondering if there is a possibility to remove/disable the forced daily restart other than writting a custom script to change the restart time like every hour so it never occurs, I am asking this because this sheduled reboot is making remote players unable to join after said forced restart and basically I am forced to manually stop the server process and start it back again for them to be able to join.
my workaround has been to set up a cronjob to restart the server just after the daily restart
seems like the server needs a restart occasionally so i dont think removing the daily restart is a good idea
This is currently the same solution I have but that adds like 5-20min of downtime everyday unnecesairly but thanks
nah but running on like early 2010's hardware lol
any dedicated servers I can login to ?
Or is there a place where i can find ant addresses ?
any
Hi, I am also going crazy atm, trying to get a dedicated server running. I can connect locally just fine, which would indicate port forwarding issues, but port scans show the ports working and listening and I even went so far, just for the testing purpose to make the server the dmz. I turned off the firewall. Its a windows 10 system, installed it via steamcmd with -beta experimental, i tried 7777 and 8888 and now set it to 22222 tcp/udp and 33333 tcp. accessing the https api is also failing via the public ip. I have/had other stuff running via port forwarding in this network with the same router without issues. I checked the logs on the server, it says that a socket was created [::]:22222
LocalAddress LocalPort Process
:: 22222 FactoryServer-Win64-Shipping-Cmd
LocalAddress LocalPort Process
:: 22222 FactoryServer-Win64-Shipping-Cmd
:: 33333 FactoryServer-Win64-Shipping-Cmd
why can i upload saves but not download saves? 😒
I'm trying to set up a dedicated server that's hosted on Shockbyte, but every time I try and connect to it, I get a crash indicating this.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000c0```
It's experiemental with the latest build on the server and client.
Tried both the save I'm trying to copy over and made a new game, both fail the same way.
My friend is getting an identical crash trying to connect to the server as well.
you are free to do it
but as you'll need something to host it on it will never actually be free
https://satisfactory.wiki.gg/wiki/Dedicated_servers?curid=5673&diff=57714&oldid=57412
someone added that "Sometimes port 8888 will need to be opened" to the wiki page, is this true?
(please ping when replying, this channel isn't on my channel list)
Replace "sometimes" with "as of 1.1" and then it's true
im not sure if anyone has replied to you yet but i am 99% sure you are very well off.
I have an issue, on a dedicated server, I can't deconstruct walls and specifically the 1m x 1m platform, they remain visually and when stepping on them, collision goes haywire.
Furthermore, sometimes when trying to join said server, the entire game just crashes and it shows the UE crashlog
It works fine in my own single player worlds 😞
If I leave the server and rejoin, the foundation in question is gone, but the issue persists..
Mousewheel click on a foundation/wall wields this
Is there a way to solve it?
Well I guess never mind, thing has been an issue for over half a year https://www.reddit.com/r/SatisfactoryGame/comments/1ft0opb/could_we_please_for_all_that_is_holy_fix_this/
hello, i can't connect to the server in experimental mode... chatgpt said this command seems no more avaible:
./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -Port=1100 -ServerQueryPort=15777 -BeaconPort=15000 -multihome=0.0.0.0 $(if false; then echo "-DisableSeasonalEvents"; fi)
Can you confirm me? and what is the new command to start the server (linux pterodactyl)
This is the command mine has: ./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame -Port=7777 -ReliablePort=8888
thanks, o check, but i can't edit the command, i send a message to my support ^^
simply use the included script
./FactoryServer.sh
This has been an issue for awhile. I found that the longer the server runs, it tends to get a little funky. I have mine scripted to restart the service every 12 hours and it seems to do okay.
Anyone know about a dedicated server hosting company that properly supports Satisfactory Experimental? The new port requirements seems to mess up some of them.
Is there a go to answer for inexpensive home dedicated server recommendations? (Specific beelink / optiplex configs, etc?)
not sure pal. everybody is using docker/panel host/native linux gnu host
Scourge ebay for a cheap office pc
One of the smaller ones
Should function perfectly fine for an home server
is anyone available to help me troubelshoot a server? my friend just created one and when entering the address and port it says server name pending and not authenticated
first one in sets that
LogReliableMessaging: Error: Failed to bind server streaming socket to explicitly defined port no 8888
LogReliableMessaging: Error: Failed to create listening server. Returning to main menu.
LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = NetDriverCreateFailure, ErrorString = , Driver = GameNetDriver FGDSIpNetDriver_2147392117
LogGame: Error: Network Error Recived: Type: NetDriverCreateFailure, MSG:
Anyone knows what this means? The server runs fine, but after a while the CPU starts peaking (from 2% to 20-40%) and im no longer able to connect until i restart.
Experimental btw
(port 8888 is open)
Sounds to me like you've got another process running on that port (8888 is the default for http proxies if that helps).
FWIW, I also just sent an email to the satisfactory team as port 8888 is very problematic as a default port - it's a port that is very scanned by bad actors, and opening it by default is asking for trouble for Satisfactory's users.
Edit: if you are a dev or know a dev, I'd recommend spreading this info around internally. It's a somewhat important security concern.
can anyone join a call and help me out im new and need help
did you get this issue fixed?
nope I had a server somewhere, that was idle and running it there now on linux docker, worked directly. I spent hours to get it running on my windows system, it made no sense
I've been running on Windows servers for the past year.
One thing you can try if you haven't yet, is setting the sat server ip to 0.0.0.0 so that it accepts any connection
alright thx, will try, was also thinking of maybe trying the stable version and see if that one works, as i was only trying experimental
but i also tried it on 2 different local pcs and adjusted the port forwarding, so my guess was, somewhat an issue with my isp/nat. the weird was, if they tried a direct connect, I saw them connecting in the log, then they got an error, but at least they could reach the server socket. maybe only the api stuff is not working, but ok atm i am busy playing
I just setup a new server, and I had to change the server settings to 0.0.0.0 instead of the servers actually IP
I hope it's okay joining the server just to ask this, but: What's the best server hosting service to use for a group of at least 3 people? trying to find one that's affordable, but also reliable. Leaning towards Sparked Host, but maybe there's a better option? Thanks for any advice you can provide!
also, on a side note, is it possible to transfer a locally hosted game file to a dedicated server? or would we have to start over?
my game keeps crashing when playing on a dedicated server but the server doesnt crash
go to the server manager tab > save games > upload
ok good to know, now I just have to find a hosting service to use
when using epic games would the ip i put it just be my ip? and the port it says is 7777 so do i just use that
IP-address and port are of the server, irregardless of how you installed/launched it
If it is on the same machine, use %localhost%, if on the same home network, but different machine, use the LAN address. If outside the home network, use the public IP
i’m confused
when i launched the epic games dedicated servers thing it just loaded up a command prompt
what do i do
nvm got it working
fire
I have a problem setting up port forwarding so I can run the dedicated server.
The problem seems to be because I have two routers (for reasons I would rather not go into).
The internet facing router, cable access, has the LAN1 IP address range 192.168.0.x
Then this connects to another router which gives a LAN2 IP address range 10.0.0.x and my windows computer is assigned the IP address 10.0.0.2
It looks like I need to set up port forwarding on both routers. Now, when setting up the port forwarding on the Internet router, should it forward to the IP address of the other router (192.168.1.133)
then (I guess) I should set up port forwarding on that router to port forward to my PC (10.0.0.2).
I tried this, but I don't think it is working. When I try an external check to see if port 7777 is open, is says it is closed.
Internet ---> LAN 1 ---> LAN2 ---> my PC.
Hmm, it seems I should only externally test the port if the server is running. BRB
No, that wasn't it. Still closed.
Just to confirm, I can connect to Satisfactory server with the IP address 10.0.0.2 (my local PC)
hmm. I guess I need someone to help me test it out. I tried connecting to a running server using my external IP address. It gave a network error but seemed to run the game.
You'll need port 8888 as well. That's the "reliable messaging" port. If you can, I'd recommend changing the 8888 to something else, as malicious port scanners frequently look for open ports on 8888. If you want to easily test externally, run nc -nvlp 7777 (or the messaging port of course) on a command line in the machine that you're using to host satisfactory. If you're running on windows, you may have to download netcat. You can then close that terminal when you're done. That way you don't have to run the satisfactory server to externally test the port.
Cheers, I will give that a go.
FWIW, I'm now seeing this issue too. I'm hosting via docker, and sometimes when things cause restarts (auto restart, load save game), this will happen. It looks like something is maybe not being cleaned up properly or it's a race condition. Is there a reasonable way to get bug reports to the devs?
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @wicked knot
To change the default port from 8888, you can do this in your Engine.ini file (sub 8890 for whatever you want, but I'd recommend keeping it in the 8-9000 range):
[/Script/ReliableMessaging.ReliableMessagingTCPFactory]
PortRangeBegin=8890
If you're using the docker image, there's an environment variable for it.
@true canopy cheers, that seems to have solved it!
I've tried sifting through comments but I'm struggling to find my exact issue through word search. I'm running ubuntu 22.04.5 lts, I have the dedicated server functionally running on linux, however when I try to check the port 7777 with an external site to see if it's open I just get "failed". I have 7777 and 8888 portforwarded on my router for tcp and udp, i even disabled ufw to see if anything resolved and no it didn't. I've been at it for a few hours now, and I just need some outside help at this point. Any ideas? Thank you in advance.
Make sure if you run the following command from a server outside your network, it returns three "open" results (replace x.x.x.x with your public IP address):
PUBLIC_IP="x.x.x.x" PORT_NORMAL="7777" PORT_RELIABLE="8888" ; (sudo nmap -sU -p "${PORT_NORMAL}" "${PUBLIC_IP}"; sudo nmap -sT -p "${PORT_NORMAL},${PORT_RELIABLE}" "${PUBLIC_IP}") | grep -Eo "^(${PORT_NORMAL}|${PORT_RELIABLE})\/\w+\s+[^ ]+"
You want to see something like this:
7777/udp open|filtered
7777/tcp open
8888/tcp open
(Note: The command requires you have nmap installed on the system. Most distributions will have a package by that name, if you need to install it.)
it's way more simple to type the address in a browser (with ports)
https://<public ip>:7777/
and see what it answer (write your public ip instead of <public ip>)
make sure you forwarded to the server machine and that you are not behind cgnat
anyone here have firsthand experience with having a server thru a hosting site? just wondering how much RAM I really need since the 'recommended' amount is a little expensive.
mine consumed around 9gb.
i'm at tier 8
Thanks for this, I decided not to go on with it because it was a bit too expensive to get the more RAM.
this aint no minecraft server lmao
Hey sorry for the late response, so I'm definitely not behind cgnat however when I try to do the public ip address browser search all I'm getting is " {"errorCode": "errors.com.epicgames.httpserver.route_handler_not_found", "errorMessage": ""} "
so your forwarding for tcp works very fine
double check you configured TCP+UDP on that port, if you created multiple forwarding rules while your router supports the "TCP+UDP / BOTH" option, it may not work by confusing the forwarding rule tables in the router system
Double checked, I've got both 7777 and 8888 set as "TCP+UDP"
And both ports are forwarded to the server machines static ip.
yeah lategame satisfactory is very heavy on the simulation and communication
especially if you get 5 guys to play it for 500 hours
frankly it's still amazing that it runs as well as it does without optimising some things such as 4-16x scale foundations, generators, power storages etc (so that you can build 1000 of them instead of 16,000)
For example if there could be a single lightweight actor that's like "i'm a 160x160x4 foundation of type A at location XYZ" that could replace 400 lightweight actors in a bunch of different factories and floors with something of 1% of the cpu and memory footprint
Modded minecraft can easily exceed a satisfactory dedicated server
I ran one that nommed 150GB ram with ease for about 20-25 players with a custom modpack
Not just nom to reserve it as xms was set to 32GB (You should never allocate more than 32GB by default due to garbage collection taking a shit if it just reserves space and it cleans it only when it reaches that threshold, while actually using that ram garbage collection doesn't really have to do that much because the ram is actually used for the simulation)
My point was that the bar for 2-4 players on a minecraft server is MUCH lower RAM wise
It's still quite resource heavy on the CPU but 9GB ram for a gameserver is actually rather minimal.
It depends actually
If you set chunk render distance to 15 and all the players move apart from another it can get close to 5-7GB already.
sorry Vanilla* minecraft server
Which is vanilla.
Hosting a gameserver in 2025 even if it's minecraft or satisfactory having at least 32GB on the machine is nothing out of the ordinary, most hobby hosters have old blades that are decomissioned in use for work repurposed for gaming (myself included), those blades easily come with like 128GB/256GB ram, minimal
alright well my question was anwsered so I'm good.
And then they are 8 years old
aye
I can't talk about mods here so I'm going to throw myself at the modded discord lmao
A new mod came out and I 100 think they need to make it vanilla
They made train pathing like factorio and that's just hnggggh
Shows unconnected. However when i check with ss -plnut | grep FactoryServer it lists udp specifically as unconnected and that it's listening to tcp.
every port listed are listening port, the names are about the type of connection (TCP is tcp, UNCONN is udp) it does not give information about ongoing connection
if the tcp rule works, you may want to check for the 8888 port target address (should be same as 7777 obviously) if you didnt already
othwise the issue may be how you test it
My apologies, I'm still learning linux and assumed UNCONN was implying udp was unconnected/not working somehow. The 8888 port target ip is also the static ip I have for the server machine. I have a couple ideas I'm going to try here in a bit, if it doesn't work I'll hit you up as long as you're good with that.
technically, udp is a "connectionless" protocol, and so handled through a "connectionless" socket (as connection state is important in socket handling) that's why it's written as UNCONN (=connectionless)
AH yeah okay makes sense.
tldr: there never strictly is an udp connection, it's only keeping talking to each others without any solidified configuration on the network side
that's why website testing udp ports is a scam, only tcp port connection testing really makes sense and is reliable
Alrighty I'm definitely at a toss my hands up in the air point with this, I opened both incoming and outgoing for 7777 and 8888 on tcp and udp with iptables hoping that was maybe my issue but nothing changed. I'm using "port.tools/nmap-online-port-scan/" to check my ports. I'm sorry to bother you further, I'm just genuinely stuck.
did you test only with online tool or did you actually test connecting to the server
as I said there is no test for udp, all you may be doing with website for udp is crashing the server
I've tried connecting to my public ip address yes. Just states it appears to be offline. I believe that site is only checking tcp.
as I explained ANY site will ALWAYS be only checking tcp
the best way to test is with your own devices (through a phone and mobile data for instance)
with the browser test for 7777 port
and with the game client for everything
Would it perhaps be something to do with my satisfactory.service file not setup correctly?
Because yeah I've definitely tried this.
and what was the result ?
Exactly as I said, shows 7777 failed when checking with my phone on mobile data and when attempting to connect to the server with my laptop simply says it appears to be offline.
"shows 7777 failed" browser timed out ?
Give me a sec, i actually hadn't checked both since i made the earlier changes let me do a quick test before I say one way or another.
Trying to do this while holding my kid so bear with me lol.
Okay so 7777 is reading open now when testing on several different sites, 8888 is timing out.
Yeah
I'll attempt to connect to it again on my laptop real quick.
So yeah unfortunately my game when trying to connect to the public ip just says server appears to be offline and that's as far as I get.
I did setup everything according to the wiki for running a dedicated as a service, copy pasted the info, changed all the stuff to my user name, etc. but I'm not sure if the wiki is up to date for the current server version. Checking the server status it reads out running and operational with no errors but I'm paranoid I'm missing something since apparently my ports don't seem to be the problem anymore.
you used satisfactory.wiki.gg ?
Yeah
then seems like you either done weird things with your firewall or your router is not working correctly
often it's effective de restart router completely after configuring it, so it completely register the changes (and check nothing changed in the router interface)
Fair, I'll restart everything again. I hadn't since the most recent desperate attempt so it might very well fix things. Again, I do appreciate the patience and help.
So, unfortunately same issue. However I did decide to check pgrep -f FactoryServer.sh on a whim and I'm unfortunately now seeing 3 sets of instances reporting back. I'm not entirely sure how to get it to only run one instance, I'm unfortunately still learning linux as I said earlier and not familiar enough. Could this be my issue though?
yes
you should only have one unless you specifically configured multiple
having a working systemd unit should also prevent that
so you definetely missed something
wait no
wait you didnt check instance
you just checked processes
this what a running server looks like in htop
so this is all I'm getting, which makes me think I've probably set something up wrong then. I promise I followed the wiki step by step, so I'm not sure where to back track to.
what you just show is systemd with logs, what I show is htop, it's expected to not show the same thing
Sorry I missed the htop part of your comment
seems like you misconfigured something on your server firewall then
I would not recommend to mess with iptables, especially if you already have an active firewall (ufw for instance)
So I do have ufw disabled because I was trying anything to get things to work, but used iptables to open incoming and outgoing for 7777 and 8888 for tcp and udp (again just trying everything). Outside of that, I'm not sure where else to go to check my server firewall settings
I would recommend removing the custom iptables rules, and recheck your ufw rules
Sounds good, I'll give that a go here in a few when I'm able to again
also remove -log -unattended from the argument list, it's not used on linux
Good to know thank you
Still can't connect to the server from the game. I wiped the custom iptables rules, redid ufw rules, removed the -log and -unattended.
Anything else you can think of or am I out of luck at this point?
just for reference in case I'm missing something.
I forwarded the satisfactory service just as a "trying anything" attempt to see if it would've made a difference.
I guess I'll just throw this bit of information out there after looking around for a few more hours, I've ran into a couple of people saying they couldn't connect to their dedicated server using linux (supposedly had no issues on windows however) until they enabled ipv6 even if they were using ipv4. I have fiber internet and apparently my provider doesn't offer ipv6. So if that is in fact my issue, I'll have to install a windows OS and do it all over again. I guess I'll try a different game altogether like minecraft or project zomboid at a later date and see if I still have the same issue. Unless I have actually missed something on my setup for satisfactory.
Just try docker to rule out any issues with your indtallation/parameters
Not a bad idea. The only reason I'm hesitant on trying docker is because I've never used it before and it'll be one more thing I'll have to figure out. Not that I'm against that and the thought did cross my mind. I'll have to do it at a later date though unfortunately.
I don't have auto restart or anything but yeah it seems to trigger randomly. Unplayable on a server atm, it's starting to happen more often and often
the main hold back on docker is if you have any kind of special networking and/or storage system / architecture
everything else is generic inside docker
if you have generic network and storage, then docker will have its own default system
you then will be able to simply follow basic guide and default settings
now, did someone else tested to connect from a reliable connection ?
it would rule out your testing setup
as your tcp link does work
it's happened multiple times people were not testing properly and it was .. in fact perfectly working already
I burn myself like this every other days
I'll have to get a buddy of mine to give me a hand and check at a later date because no I didn't have anyone else attempt to connect. Was hyperfixating on the issue and didn't cross my mind, thank you. Where I'm at is out of power city wide, however, due to tornados and won't be back up for some time. I'll give you an update when we're able to mess with it again.
I am having trouble with a new server shutting off randomly. I know in the past I had it automatically relaunch if it crashed or shut down but i dont remember the line of code used to do that. Can anyone help me with that?
Right now I am running the server through steam server tools
Having the same issue. Also tons of crashing on my computer of the experimental build but all my friends connecting haven't had any issues.
I'm digging through what I did on my old server to see if I can figure it out, I'll report back
Go ahead and ping me if you find anything. Because I didn't have this issue on 1.0 it would restart every night and turn on just fine. I have to manually start it each time I want to play on 1.1
yeah same
i guess its just because its experimental
my solution isnt working
:10
FactoryServer.exe ?listen -port=8888 -log -unattended
timeout /t 10
goto 10
i put this to try to restart after 10 seconds if the server turns off but it doesnt work
@grand brook
I just heard of the power outage, if you were in the main parts I'm sorry for you, didn't know
you finally got it running ?!
it sometimes get stuck shutdown then restarting on a loop
No worries and much appreciated.
Does anyone know how to fix the problem of the server taking up too much of a single core's performance?
When encountering monsters and a large number of spiders, the server's single core is 100%, resulting in severe lag and delay.
I have a decent server CPU with lots of cores but the problem cannot be solved. I tried installing a mod that removed all mobs and that fixed the problem but was very annoying
so the mobs are the cause of the CPU leak ?
can you give me the link to the mod
sorry, just noticed I confused you for someone else
How to change creature hostility?
Does the server care about the client's configuration for this? if not, does it have it's own configuration?
hey idk if this i the right place? but ive been playing satisfactory with a few friends on a nitrado server then about an hour ago the server started showing as offline and neither i or the others could get back in, even tho nitrado says the server is online just wondering if anyone might know how to fix it
Maybe try to reinstall the Server, but make sure u make a backup of your save.
has anyone updated their 1.0 server to 1.1 and what is it like?
If u wanna use the features that are new its quite nice, but the issues that are still present can be a bothering for some.
due to it being experimental still?, is their a list of issues i can read or is it just what people have put in here
Theres the Q&A Page where u can check reported Bugs by players.
Keep in mind Experimental is to "Test" so Issues are more present then in Release
The 2 Issues that are most present Serverwise for me is the 8888 Port Scan Crash and the fact i need to restart the Server manually on each automatic restart as it blocks its own Port what causes clients to Permacrash
so a new port to open and when the server resets the port gets blocked?
whats the fix for that then, reopen the port?
When i was reading it correctly
When the Server does its automatic restart instead of closing and opening correctly it never opens that port and gets forced to jump to 8889.
Fix is to just manually completly close the Server and Start it back up.
for the 8888 Port scan crash best solution is to close firewall and open it only for ppl that are allowed to join
okay, i didnt set up the auto restart due to having a few different game servers and just swapping between them, and then with the port 8889 is that udp or tcp, and just open the firewall when playing then close it after?
Im not 100% sure.
the port 7777 is the Server Manger Port? i guess
the 8888 Port is what your client actually connets to when u Join
Theres a current bug that when any Port scanner with "random" Data scans over the 8888 Game port it crashes the Server
I completly closed my Firewall and only opened it for the ip adress of my friends
Im not sure how ppl with Servers from Hosting websites are currently fixing that issue as my Server crashed every 30 Minutes or so as my Server gets scanned quite frequently
Afaik:
Port 7777/TCP is the "metadata" port, where client and server exchange information about stuff outside the game itself
7777/UDP is the main game port where the game itself communicates
8888/TCP is the port for bulk information transfer, like big changes to the world
Its a personal option
what's the RAM requirement like for a few players that aren't total savages when it comes to building?
can't decide between two servers, 8GB vs 12GB
More memory is always better but its the CPU that will matter alot more (if enough memory for the world) for performance/stability. You want to see a constant tickrate in the ServerManager menu, the more people join the bigger the stress compounded by large worlds/factories. I've seen servers consume 4GB and ive seen them consume north of 20GB, so start with the 12GB and get the best CPU (highest frequency, not cores, as long as there is about 4 vCPUs) you can run it on
this is helpful, thanks! Looking at a good Xeon CPU which should have great singlethreaded performance which I think is the most important thing in this context
can't remember the model number
E5-1650v2
not sure about the host tbh, the other one just has 32GB DDR3 which is probably much better
DDR3
thats old stuff
E5-1650v2 is ~12 years old, it will have pretty weak performance if you are wanting to build megafactories. Think of it this way, the dedicated server is running the entire game just without the graphical part, so you get a little more headroom not having to deal with that but this is akin to a 4790k desktop CPU, which is ~10 generations behind current hardware
i'm aware but it's still probably fine for Satisfactory, i used to play on my old i7-2600K with 32GB DDR3
but i agree that for 2025 it's old, i'm looking elsewhere now
it was with ovh cloud and i think for some reason they have some SEO bullshit redirecting Satisfactory hosting to some dedi server that's not quite up to it
their game servers are crazy expensive mind. Looking at gravelhost as well but they only go up to 12GB
tempted to self-host but i think the energy cost (here in the UK) would be prohibitive
ok gravelhost are doing some weird shit
the fuck are you using a 5600G for hosting lol
and i don't like the 12GB RAM limit given what Gunter said
nor the server location in Tampa, of all places 😄
Shockbyte only go up to 10GB, wtf
ok they offer more but charge extra, this is bugging me lol
let's look at Hetzner
mmm, good spec, and charges accordingly
if y'all have any suggestions please ping me 😄
that would be ... advertising, which is frowned upon
Ive heard good things about IndifferentBrocolli for Europe folks, never used it but based on what others have said here its reasonably priced and has good hardware
not sure that would count as literal advertising but you can always dm me if it's an issue
thanks! 🙂
are blueprints shared across all players on a server? or are they player specific?
shared
thx 🙂
I have a small desktop pc running a ark cluster and satis server, cost about 10 a month in electric 😉
where in the world are you though? 😛
UK
No idea lol
and define 'small' 😄
heh 😄
Yee is a beeg boy one lol
But the pc-server only uses about 50w for me so from that can calculate your own cost
oh that's not so bad at all
higher peak wattage PSUs are usually more efficient!
i ended up renting one through Indifferent Broccoli, as Gunter recommended
working really well
curious to see how it scales up as we approach endgame
Nice!, thought i'd pop what my costs were for ya 🙂
Hopefully they can hadle ya endgame, it should do tbh xD
well i'll be getting FTTP soon it would seem, at my workplace
which will make self-hosting much more viable
so i'll probably run some tests
i've still got my old home PC which I was intending to use as a gameserver, just curious to know how much it'll cost me in electricity! it ain't cheap here :/
If it has a default VGA display adapter, use it over a high wattage 3D GPU that isnt needed for a server
i'm aware, thanks though!
took the graphics card out, still using it now in fact
fortunatly my mobo had on board graphics iirc so didn't have to do anything extra 😄
My friend keep having the same bug, after a certain amount of time, when he build something, the build stay blue and have to quit and rejoin to have the build ok. He can have the bug when I am logged or not (we are only two playing on the DS)
Does anyone have knowledge of what in-game things contribute to RAM useage in a server? obviously things like factories do, but does exploring more of the map? gas pillars creating gas??
i'll destroy the gas pillars if it means less RAM usage lmao
The static map, as exists on day one, uses the least RAM. Any changes, things added or removed, has to be remembered. Each player has things that also has to be remembered
gotcha. so.. removing things like foundations and gas pillars eats up RAM? hopefully not permanantly lolol
Foundations are something that gets added, so removing them would decrease the footprint
copy that. thank you
do you think getting rid of foliage/trees would decrease ram usage??
does that change the map state from the day one static map?
I mean, every map is the same. A few of the deposit rocks laying around the landscape are RNG, but the map overall is static
Changing entities on the map definately affects the save file size (picking up slugs/somer/mercer and destroying trees/rocks) so it must have some impact on memory usage. IMO you are looking at this the wrong way.. dont change your gameplay characteristics to try to stay within some physical bounding layer, add more memory to the server
I do agree. I'm just asking to see what i could do BEFORE upgrading. seems like any efforts would be futile
(I bought a 6gb server for 2 people and it's already at 80% before phase 2 competition)
yeah, if you play, the footprint grows
Memory is probably the easiest and cheapest thing to upgrade when more is needed, replacing the CPU can require a new board, PSU, case, etc from a physical constraint standpoint, but more memory can usually either add the modules, swap the modules (if at full population) or if you are renting, just buy the 'add-on'. The mental frustration you are creating by trying to not modify the map/world objects to lower memory usage is counter-intuitive to how the game is supposed to be played
Shade is correct in that anything you do, whether its building more or changing the map will change memory usage, how much that changes (foundation vs tree vs assembler) is anybodys guess
Watching the live RAM usage it kiinda seems like blowing up trees did a little bit?? lmao. Really i'm just messing around seeing what I can squeeze out of my budget server
(blowing up trees is also fun)
I could imagine moving around the map.. i.e changing what the player had 'loaded' in will also change that as well. Simply having the 2nd player connected will likely also drastically change the memory footprint
Afaik there is no way to see detailed stat/perf details (especially not in DS) even in singleplayer/hosted to a detailed level ala Factorio, just more 'general' type stats
I would just keep playing as you normally want to/would and if you run into constraints, deal with it then.. if thats dismantling the old Iron factory as its been replaced with better capacity (sharded+faster belts) you will get a much better improvement that way vs trying to constrain as you go along
Still feels like it should be trivial to have more RAM than 6GB. RAM is cheap.
Reckon that's the plan! I apreciate ya'll input.
if I were running it off my own setup, probably. the current server hosting site i'm using is around 17$ for 6gb. double that for 12
That does sound steep, but I don't know anything about server pricing.
im kinda sad
i wanted to use my laptop to run a server on
but it has 8GB RAM and i have a gigantic save 😭
I am shopping around currently, thinking I may be overpaying lol
i'm used to vanilla Minecraft servers where 4gb is PLENTY lmao
I would look at that host.. i've mentioned IndifferentBrocolli here before as others have had good experience and just recalling looking at their site the other day.. $13/mo is supposedly unlimited memory
the server itself is only using like 4GB though
okay thats crazy lolol
Laptop CPU as a host is probably not going to be a great experience, especially if megafactory and memory limited
Though it shouldn't be too difficult or expensive to upgrade that RAM unless it's a super old laptop and the motherboard is capped at 8.
Uncapped Ram wonder how they get away with that lol
RAM is cheap as shit and they lean on the fact that the applications they support only get -so- RAM heavy would be my guess.
Kinda like an 'all you can eat' buffet. It's not 'all the food in the world' cause we know you can only eat so much.
OR if its a laptop that has soldered RAM
Oof
How handy are you with a soldering iron and some wick? lul
I know it's offtopic, but imo this is important to note:
having unlimited buffet is very healthy, because instead of targeting to "eat all what you paid for" you only eat what you feel like
and you will likely eat less if you are an hungry person, and eat more if you are depressing and not eating enough usually
and in the end it will produce less waste, and every bit of food will be sold
it's a very good calculation
Sorry, it has probably been asked a thousand and one times, so please link me to the answer, or give tldr. Did anyone get dedicated server for the expiremental running? I updated both client and server and the game is crashing during the connection phase.
enable port 8888/tcp
Cannot load my old save - downloaded it in-game in server manger from the old client, uploaded with new client, when trying to connect it crashes. We are in mid game, so I'm worried we won't be able to continue once 1.1 is released. Is this a known issue?
restarting the server after loading the save clears the issue
How does that work loading up the world?
One day your laptop just says “Nope- no more factories” lmao?
If you have free disk space you technically have memory, just very very slow memory so performance will suffer significantly
It just lags out the server
are desyncs common? like i often seem to deconstruct a foundation and it remains (client side). Then I reconnect and it's gone
yes they are common
ok, thanks
also... where are the save files located on a server? logged in just now to check and there are only two folders at the root, 'Steam' and 'steamcmd'
I've poked around a bit but couldn't find any .sav files
nm sorry, shoulda checked wiki first
nope, checked, doesn't make sense lol
maybe this host is doing something unique
means i can't upload blueprints either
What OS are you running the server under? For me, running under a docker container, it's in the config directory under 'saved/server' and blue prints are under 'saved/blueprints'
Idk, i went with a managed host
Linux i am guessing though
Anybody ever had a server that is running fine but you cant load in? I checked the log and nothing. Any help would be useful and thanks!
Sorry, don't know your technical level, so I don't mean to offend by these questions. When you logged in and saw the Steam and steamcmd folders, was that using the 'ls' command at a command prompt? If so, try 'ls -a'. You should see a folder called .config. If you do, then 'cd' into that folder and that is where the saved games should be.
FTP
I don't think this host gives ssh access, partner the managed experience
OK, cool. Use 'ls -a' at the FTP prompt and you should see some files and directories that start with a '.' (period).
Ah yes, like hidden files right. Thanks, will try that later
hmm, not sure this works in FTP..
Many times the Save files in linux are hidden in a folder called ".config"
Folders likes that are hidden by default
In FTP Softwares u can change the settings to show hidden files
the .steam and .config folder are both hidden by default
What u could try is just adding .config to the current path
will try, thanks!
just want to be able to back up the savegames, and upload blueprints
is there a list of known issues for dedi servers atm?
on the Q&A Page are player reported issues
But the 2 most annoying i know for 1.1 are crashes through port scan and automatic restart breaking the server and requires manual restart
in one list or just the individual reports?
i just had to do the first manual restart now 😄 but i don't think it was because of an auto restart
most annoying so far are the desyncs and map markers seemed to disappear
but overall hella smooth, and super fun
so grateful the devs did this
Oh yes i did notice the desynced markers too
The Manual Restarts every time a already running save either gets reloaded or changed
The Old Sessions with the defined gameport doesnt get closed correctly so the new gamesession gets forced onto a new port
So can only be fixed by restarting the entire server session
Hello, i have maybe a common question, but are Servers under experimental unable to use?
the exp branch has servers as well. Build versions must match, and expect more buggy behavior
Hello, so maybe did anyone come across an issue of being kicked constantly after some time as a host of dedicated server? I am the only one being kicked out
are the desynced markers lost or is it fixable? or a workaround?
is there an option/config to change the WAN vantage point server from “api.ipify.org”?
I’ve not found anything from combing through the UE configs so far
why do you want to change it?
hey, i'm running a dedicated server. the server runs on a Windows Server 2022. so that the Satisfactory Server starts automatically after a restart of the Windows Server, I have created a task in the task scheduler. It works as it should. The server process can be seen in the task manager, and connecting is also possible as normal. However, no server console is displayed. Can this also be displayed somehow? I have the same problem with my Factorio server
whats a satisfactory dedicated server?
what do you mean?
Apply the appropriate switches to the task scheduler for it? -log -unattended
if you start it in a environment without a display there wont be a console window.
afaik theres no (easy) way to run a detached terminal window on windows
I am hosting a Satisfactory server and changed the default 7777 to something else for security reasons. My friend could not connect until I opened 8888 on my router, too. Welll.... I run Satisfactory as a service using AlwaysUp because it kept crashing and I got tired of manually restarting it. I just crosschecked my logs between AlwaysUp and my router and I am getting a flood of connection attempts (not my friend) and it's bringing it down. Someone externally is intentionally crashing my server. They are hitting it on 8888, but not on my no-longer-7777 port.
Can I change the 8888 port to something else so I can close that port and hopefully their access?
This is the issue I am dealing with.
And my router does not have the capability to either allow or block external access based on IP, or I would have blocked the entire block of IPs I am seeing these scans coming from.
ok then I'll just leave it at that
with the startargument
-ReliablePort=
U can set a different port instead of 8888
With
-Port=
u can change the default 7777 port to something else
specifically for 1.1
Thanks! I updated my engine.ini to add the ReliablePort flag after the Port flag.
Now to see if that asswipe tries again.
Hmm, not working on Windows.
[URL]
Port=1111
ReliablePort=2222
I added these to the Engine.ini (not my actual ports) and while the Port= worked, the ReliablePort does not appear to be.
Well, two things. One, I'm an idiot and misunderstood that screenshot. I removed the ReliablePort flag and added this:
[/Script/ReliableMessaging.ReliableMessagingTCPFactory]
PortRangeBegin=<new port>
PortRangeLength=512
ExternalPortRangeBegin=-1
Well, that didn't work...
So I read the release notes again and saw this:
Server Host Requirements (TL;DR)
If hosting a single server, port 8888 TCP must be open by default.
If hosting multiple servers, a range of ports starting from 8888 TCP (by default) must be open.
The server will attempt up to 512 ports before failing (configurable).
If port remapping (NAT/firewall) is used, the server must be configured accordingly; otherwise, clients won’t be able to connect.
Logging is in place to help server maintainers verify the allocated ports.
It looks like you MUST keep 8888 open, so I am trying to figure out how to tell it to ignore 8888 so this troll (or possibly legit scanner in Panama?) can't keep crashing my server.
I verified in the log that it is indeed remapping, but the game keeps crashing.
[2025.05.05-01.21.21:767][ 0]LogReliableMessaging: Reliable socket listen port has been explicitly remapped to XXXX
Gave up, set it back to 8888 while I keep looking into this.
Got it working. I was able to change the EXTERNAL port to something other than 8888 using -ExternalReliablePort=XXXX in the arguments when starting it using AlwaysUp, and then setting my router to forward XXXX to 8888. The result is that externally that port is now closed, and that was my main goal.
Okay, after I did all the above yesterday, something broke with my server and now none of my blueprints are showing up. I have tried every guide I can find and nothing is bringing them back up. I can make new ones, but none of my old ones are there anymore. How can I fix this?
I think i was reading about something regardinng blueprints causing issues recently if u scroll a bit further up or use the Search
Yeah, I checked those messages, too.
Hey, me and my friend have a save together but we want to make the save a dedicated server. We have always done save sharing through discord but the file has exceeded 10 mb. I have a server at my house with proxmox. Does anyone know if its possible to put satisfactory on it and make it a server?
having a small issues with dedicated server. my friend and i (the owner/hoster on private rig) have been playing on a ded server for a while, beat the game and everything. today it shows to me as offline (shows online to him and he can join) i deleted the server and tried to readd it and when i do nothing happens. was playing last night, didnt change anything. any ideas for a fix?
quick question: i saw snutt showcase the "unreal console" in the "dedicated servers have leveled up" vid, but idk how to get my console to show up like in the vid. am i missing something? am i supposed to download the console or something?
@deep turret or whomever really at this point, so burnt out with this I don't really care who helps anymore.
Docker Desktop is installed, did everything necessary on the docker sites checklist of things to download, update, etc. I've pulled Wolveix's docker satisfactory server, container is running, and I've enabled host networking. Ports 7777 and 8888 are forwarded in my router as tcp and udp to the host machines ip. I can't connect locally, nobody can connect off network. To include all info, my internet provider doesn't offer ipv6 at all. No clue what I'm missing or if I'm just dead in the water and better off moving on with my life to a different game altogether.
Unless there's a file with the docker container I need to modify for ip, but if that's the case I'm unsure of location or what file. Today is my first time ever dealing with docker.
when you were connecting from local network last time, it was from an other machine ? (running windows ?)
because as long as this was working, then it was a routing issue
I never actually got the game to connect at all. I was using my laptop (yes windows) and all I ever got was "server appears offline" when trying to connect through server manager to claim it.
U could ty making a docker container server
is the docker in its private docker network or is it using a ipv4 fom your local network?
I'm going to level with you, I have no idea how to check. My first time ever messing with docker was about 4 hours ago after giving myself a crash course.
lemme start my docker desktop rq
Much appreciated.
<@&387163995947270144> might want to check every channel.
ipify is blocked in new server location
same with ipconfig
I have a self-hosted echo API
Id like to play satis with a bunch of friends in the near future. Not sure if we should rent a server or set up one ourselves. If we do it ourselves are there any specific requirements to play the game normally till endgame?
A good CPU and a decent amount of RAM
I have a problem with getting a dedicated server up and running on the latest experimental version. Whenever I try to join it my game just hard crashes... I've sent the crashlog to the developers but wanted to post here aswell...
did you make the needed changes to port forwarding and firewall rules?
I can connect to the server in the server manager... just not connect to it to play. I opened both udp and tcp port 7777 for the server
usually a good idea to do at least a cursory reading of the patch notes for experimental software 😉
aha. I see! So I just need to open up port 8888 correct? I only have the one server running...
that fixed it! thanks!!
How much RAM are we talking about?
12GB minimum
but you can start playing with 6GB
Sht, i dont have enough RAM and my buds dont wanna host.
Do u have any recommendations for renting a server?
self-host is always the cheapest option
but finding an good provider changes depending in which country you are living in.
Open 8888, too
RAM is getting cheaper these days. It will be cheaper in the long run vs renting a host.
We only want to play for like 2 months
More RAM is always a good investment in your hardware. You will likely need it for other stuff in the future, too.
where can i download ram?
Im a broke 18 yo 
Only have a 2YO laptop where I can only upgrade my ssd…
Ah. That makes it trickier. I've been young and broke, so I understand the pain. Hmm, laptop is 2 years old, so if you had available expansion capacity, not necessarily slots as you can usually replace an 8GB stick with a 16GB, then eBay might be a good spot for more RAM. I host my own server, so I have no idea what's out there for hosting providers. I remember the one time I looked and did the math on the costs for all the games I wanted to host, I said screw that and built a VM box.
Weird issue today. I just unlocked trains and started building the first train network. At one end of the loop, when i try to build the 3rd freight car station, game crashes.
Attached is the crash report output.
Server is running in a container on a proxmox host.
I dont have the knowledge to decipher whats going on
I cant replace my ram stick it’s soldered.thanks tho
Ugh, I hate that on new laptops. Like, unless you buy the stupid expensive ones, the trend seems to be going towards soldering RAM directly to the board. Sure, it's cheaper, makes the laptop lighter and thinner, but I would rather be able to upgrade my laptop instead of being stuck with how it came.
Does it happen to have an expansion slot? Some still have one empty slot in addition to soldered RAM.
Game Crashes when placing Freighters or rails attached to freighter stations is a know issue and needs to be fixed.
Perfect. Ill keep building. Thanks!
Well, at least it isn't just me... I'll keep working around it.
Hahaha, i just plan where to place it and hope i dont crash, sometimes needs a few tries
Its just the last thing ill put in. And restart 15 times. Itll be fine.
at least in the dedicated servers its there when i load back in
yeah playing on servers helps
Ill never go back
This. LOL. Place platform, crash, reload, place next platform, crash, reload... Rinse and repeat until the station is done. 🤣
is anyone else having crashing issues when connecting to (experimental) dedicated servers?
game outright crashes when connecting to a non-local experimental dedicated server. so, over the internet definitely does not work. have not yet tried local network, but don't have two computers with the game at this time
if crashing on connecting, probably going to be the 2nd port is not reachable
are you running virtualized ?
(If so, there is some odd-ball unity stuff that virtual CPU masks muck with. I run proxmox and had to change the CPU type to "Host" to get the experimental to stay working after connecting)
When the game crashes the game cant reach the 8888 port when joining the server
how do you proerly switch back from the experimental branch? I moved and i thought it wa a simple as steamcmd +force_install_dir /home/satisfactory/satisfactory +login anonymous +app_update 1690800 validate +quit to go back... but im getting version mismatch now on stable.
How would one go about setting up a dedicated server?
!wikisearch dedicated_server
This page provides basic instructions on setting up and operating a Satisfactory dedicated server.
Dedicated server binaries are available for 64bit Windows and Linux systems. It can be installed using the Steam client (where it is listed in the user's library as a "tool"), its command line sibling SteamCMD...
Is anyone available to help me with allowing others to connect to my dedicated server?
I am setting up a server on experimental. On the local network I can connect to it just fine, the server is running on a seperate machine. But when I have someone else connect to it, they get met with a crash or an error message.
The easiest way is to look in the Resource Monitor and look for factoryServer-Win64...... Under the Network section, you will see the required TCP/UDPs and whether they are blocked by Windows.
solved this, it turns out you have to rm .steam/steam/config/libraryfolders.vdf then remove the entire folder, then lastly reinstall to flip between stable/exprimentall
How do you fix encryption key missing when you use a DNS entry for a server? Do you just have to give everybody your ip?
You just need to change from -beta experimental to -beta public, removing the beta will keep the last thing it was set to
Greetings. I want to ask about managed dedicated server hosting suggestions. Is anyone using one with good results? I have been using GTXGaming for many years and I want to switch my server to Satisfactory, but they claim they don't support mods, hence I am looking for alternatives. I know I can get a VPS and set it up myself but for casual gaming I just want something managed.
i've been happy with indifferent broccoli
experimental crashes pretty regularly (although never when people are actually playing for whatever reason), but I don't think that's their fault.
and it supports mods
Thank you. I would like to hear suggestions from various people so I can compare so please let me know
Solved it, it was port 8888
quick question, server manager doesnt let me find my server. When i type in all infos and confirm, nothing happenbs
Then a port is missing? TCP/UDP... Check the Resource Monitor. If the server is running, under Network, there should be something with FactoryServer-Win64-Shipping-Cmd.exe.
can someone help me out.. my satisfactory server shows offline. but it says Server Name Pending, and Not Authenticated. all ports are open. I was running one just the other day on the same computer. Just had to reset windows. and now its not working.
hello satisfactory fans, why am i getting thi serror when trying to run a satisfactory server on experimental?
i have absolutely no idea why this is always happening 💔
this is not command for running, but command for updating/installing
and you probably executed it with the wrong user
did you use force_install_dir ?
no, i use a hoster to host my servers and it only happens on experimental versions
hey everyone, has anyone here managed to update a steamcmd server to work on 1.1 experimental??
I've also been trying for some time but no luck. I think i need the route of the experimental build. But no clue
Nvm, I got it thx
thanks i just found that now the game crashes and this the error log.
Version: 406341, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: Client, IsUsingMods: No, IsSaveGameEdited: No
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000c0
FactoryGameEGS_ReliableMessagingTCP_Win64_Shipping!FReliableMessageProtocolTCPConnection::Tick() [D:\BuildAgent\work\1\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessagingTCP\Private\ReliableMessageProtocolTCPServer.cpp:260]
FactoryGameEGS_ReliableMessaging_Win64_Shipping!UReliableMessagingPlayerComponent::TickConnection() [D:\BuildAgent\work\1\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Private\ReliableMessagingPlayerComponent.cpp:67]
FactoryGameEGS_ReliableMessaging_Win64_Shipping!UReliableMessagingSubsystem::Tick() [D:\BuildAgent\work\1\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Private\ReliableMessagingSubsystem.cpp:89]
FactoryGameEGS_Engine_Win64_Shipping!FTickableGameObject::TickObjects() [D:\BuildAgent\work\1\UE4\Engine\Source\Runtime\Engine\Private\Tickable.cpp:153]
FactoryGameEGS_Engine_Win64_Shipping!UGameEngine::Tick() [D:\BuildAgent\work\1\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1864]
FactoryGameEGS_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [D:\BuildAgent\work\1\UE4\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:15]
FactoryGameEGS_Win64_Shipping!FEngineLoop::Tick() [D:\BuildAgent\work\1\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5864]
FactoryGameEGS_Win64_Shipping!GuardedMain() [D:\BuildAgent\work\1\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
FactoryGameEGS_Win64_Shipping!GuardedMainWrapper() [D:\BuildAgent\work\1\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
FactoryGameEGS_Win64_Shipping!LaunchWindowsStartup() [D:\BuildAgent\work\1\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
FactoryGameEGS_Win64_Shipping!WinMain() [D:\BuildAgent\work\1\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
FactoryGameEGS_Win64_Shipping!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
🆘 Help Needed: Satisfactory Dedicated Server (Docker – wolveix) “Not Authenticated / No Backend Platform”
I’m trying to run a dedicated Satisfactory server using the Docker image wolveix/satisfactory-server:latest on Ubuntu 22.04. Everything seems properly configured, but the server stays stuck on “Pending / Not Authenticated”, and clients can’t join.
✔️ Setup Summary:
- Docker image:
wolveix/satisfactory-server:latest - All required ports are open (UFW and Windows firewall)
- TLS self-signed cert is generated
serverdata.jsonexists and looks valid- Steam client can see the server
- Docker container reports healthy status
🛠️ Startup Command:
docker run -d \
--name=satisfactory-server \
--hostname satisfactory-server \
--restart unless-stopped \
-v /home/steam/satisfactory:/config \
-e MAXPLAYERS=4 \
-e PGID=1000 \
-e PUID=1000 \
-e STEAMBETA=false \
-e OWNERID=<SteamID64> \
-e OWNERPLATFORM=Steam \
--memory-reservation=4G \
--memory=8G \
-p 7777:7777/udp \
-p 15000:15000/udp \
-p 15777:15777/udp \
-p 8888:8888/tcp \
wolveix/satisfactory-server:latest
📋 Relevant Log Output (FactoryGame.log):
LogOnlineSchema: Error: Invalid schema category lobby
LogOnlineServices: Failed to initialize schema registry
LogOnlineIntegration: Initialized 'NULL' online backend
LogGame: Telemetry started without a platform
🚧 The Issue:
- Server backend platform defaults to
NULL, even withOWNERPLATFORM=Steamset. - Tried defining both
OWNERIDandOWNERPLATFORMin environment variables andserverdata.json. - Also tested
raykrueger/satisfactory-dedicated-server— same result.
❓ Request for Help:
Has anyone successfully hosted a dedicated Satisfactory server recently with this Docker image?
Is there a missing or undocumented environment variable to force the backend platform to Steam?
Any working examples, suggestions, or tips would be greatly appreciated. 🙏
I'm using the same docker image in a docker compose (I've used the snippet wolveix provides) and works without any additional change
thanks for the feedback you ran it exactly with the instructions in docker hub? how you put the server name and so on?
Yes I'm running it with the instructions that are on docker hub. The server name if I recall correctly can be set when creating a game session on the server
Ive made a new test in my client machine windows 11 i installed the decidaect server and worked fine and i connected trouhg localhost i suspect some port issues on this, and just notice that error is fine at the first start of the server. so some networking issue so far.
something weird here regardign network, i also teste changed in portainer to host instead of bridge and "it" complained about port 7777
-multihome=PUBLIC_IP
some one got a idee i got a miss match with server and game ur game is on 406341 and the server on 410840
update the client. Patch dropped today
port 15000 is not in use, neither is 15777 you are probably using an old config
also i am pretty sure 7777 is tcp & UDP
yeah, we only need 7777 tcp&udp and 8888tcp
Isn't 8888 just for experimental?
hi! i've a dedicated server working well (no beta, no mods, windows machine, installed srv through steam, running from a command line, nothing fancy on options just log, port and unnatended, changed the running port from 7777 to 7878). The only issue is, whenever the last player leaves, the server becomes unresponsive as if it's offline and no one can connect (but seems to be running well from the server's end). I can simply restart it but it kind of defeats the purpose of a dedicated server. looking up the web, apparently this is a known issue, you see people talking about it but i haven't found a good way to fix it. Any suggestions? Thank you in advance.
Use to happen to me this but it sorted itself out eventually haha, though all I had to do was remove and readd from ingame or reboot the game not the server
I think it might have sorted itself after setting up ddns on that dedicated server for satistactory
i have ddns set up
Probably not that then hahaha
cant do that in this particular situation. maybe in the future.
Yee need something beefy haha
But yeah. honestly couldnt say what sorted it out, just stopped happening
welp
isn't there a command line option or something to keep the game running even without players connected?
That is a ingame setting
alright, that's a start. in the server options?
I tried that, didn't help. Server still goes offline when the last player leaves.
can i come with you
If you are seeing “server appears offline” on satisfactory but not on server host it’s a bug
Satisfactory doesn’t like to connect to servers all the time
any way to work around it?
is there any watchdog i can set up to restart the server automatically when that happens?
Restarting doesn’t usually fix the issue
How is your server hosted?
Yourself or though a provider
myself
i have a windows machine with the ded server installed through steam and i start it up with a command line (the service version crashes my machine after a while for some reason)
full on bsod

but if i run from a command line, all is fine, which is why im not too worried about that. the connection thing though, that would be nice to fix 🙂
If it’s just through the game itself it can’t be fixed
Like I pay for a server through a provider and I can see my server is online
Satisfactory: “this server appears offline”
HA my ass
yea, kinda the same but with my own hosting, no 3rd party provider
i can mess with the server from the server side though so i figured there might be some running parameter that i could use that worked around this bug
how stable are server currently during 1.1?
Stable
Until train stations
why until trains
Placing train stations has a tendency to crash your game
Idk why

Windows bug, update to experimental
can i just update my existing saves?
What command can I use to set the server streaming socket bound to port 8888?
With the command ReliablePort= you can specify the missing TCP port if there are several.
i tried uploading some blueprints from another session (1.1 session now i think about it) to my server and they don't seem to be recognised - do I need to do anything else?
oh i guess i just need to restart the server
my bad 😄
nope, still not showing, must be something else, please help if you can 😄 😊
update: it's working 👀 not sure why
ok looks like blueprints made in 1 .1 straight up don't work in 1.0
that is to be expected
So with the new Ex dedicated server, after 24h of idle time, it's using rather a lot of CPU (This is on a 9950X3D)
It's an improvement over it it just silently crashing after a couple of hours idling
But not ideal.
On windows 11 desktop btw
About 10% CPU on 2x E5-2687w V4 after 24 hours with 5.5 GB RAM usage. I avoid the crashes by using @echo off
:start at the beginning and Goto start at the end of the *.bat file.
it's simply restarting itself as scheduled
but it probably has some bugs while doing so which makes it stuck in a loop
Pegging 4 cores is a hell of a loop 🤣
I'm seeing multiple instances of Bulkdat-Handler being fired up, hitting 100% core use. Seems to be pretty frequently at 6:30 AM... but I'm not seeing any scheduled task or cron job set to run at that point... Maybe I'm missing something.
So dedicated servers are a special thing to download in Steam, right? If so, how do they differ from a regular Multiplayer session. Do I need this dedicated server to play with a friend?
No, a dedicated server is so that a bunch of people can play in a shared world without one specific person having to have their game open.
In regular multiplayer, more than one person can hop into your game while you're playing, but if you're not online, they can't.
With a dedicated server running, they can hop into the world and play without you being there. It's also possible to leave the world running (so that machines keep operating, and storages get filled up) while NOBODY is connected. Obviously, you'd need a computer that can stay running indefinitely for that
However, be aware that running a dedicated server is not the most straightforward for people who don't have experience with setting up hosted services, including router configuration, command line use, and configuration file modification. There are guides... but there's also a lot to learn if you haven't run services like this before.
There are also server services that you can pay for someone to host for you, but to be honest I don't have a lot of experience using those, and I imagine that they come with some challenges of their own.
you can start a multiplayer session on your normal satisfactory client and other people can join, but they're connecting directly to your session on your machine. They can only join and play if you have the satisfactory open and are playing that session. But if you install a dedicated server somewhere on a machine you can afford to leave running 24/7, then anyone in the multi player session can connect and play at any time even if you're not playing. I use a hosted service because i don't want to have to deal with setting it up/worrying about ports and firewalls/hardware maintenance/trouble shooting etc. The one I use costs $12.99 USD a month for an 8 player server. I don't know if that's cheap or expensive, but I haven't had any issues with it (other than actual Satisfactory multiplayer bugs that would be on any server whether hosted or not)
ohhhh, I see. Thqanks for your explaination @severe badge and @gentle shore
Hi all, any advice on which hosting provider to go with?
I used G-Portal but I've had an issue which isn't unheard of apparently, I can't connect to the server anymore, even checking local files etc.
i think with the lastest patch, the CPU leak as been fixed
if you are playing on experimental, you need to foward 7777/udp&tcp and 8888/tcp
if that was the problem
said nothing, the CPU is restarting to go haywire
back like it was
it's a busy loop
it basically crash then reload and process the whole save then ready it then crash then reload again as far as I understand
when it do that you can force stop it completely
wait few seconds then restart
it will reload everything again but then pause as it is not crashed
Does anyone have experience in getting the networking portion to work using an atnt fiber router?
Hey guys.
So I have an unraid server and installed a dedicated server via docker. Server works great and I want to expand from 4 players to 6. Iv tried editing the Game.ini file with
MaxPlayers=6
Restarted the docker container and it still says max 4 when I connect as the admin.
Any ideas?
Bot ate my notes, I was linking to Docker Hub, but check the image you are using. See if there is a parameter that you can set to 6 so that your image isn't overwriting it. I'm screenshotting the one I found.
hello guys, im new to satisfactory servers, right now i want to create an api to upload blueprints and restart the server, but i couldn't find anything if i can make saves outside the game using cli, is there an option for that?
my friend bought a dedicated server and we cant join
You wanting a 1.0 or 1.1 server? Your game version has to match the server's version.
im on v1.0.1.4, how do i change it... Im using Nitrado as the host
or CL#382498
You would have to read up on Nitrado's guides. Brief search seems to share that there isn't a way to change between as they sell a SF Stable and SF Experimental option. You would need to engage with them though. We cannot do anything here.
ah damn, well thank you though
That build number is an older outdated 1.0 version. Whichever has that older build number needs to update to the current version of the stable branch
Ah alr
Yeah im gonna be blunt with it, i pirated the game. 2 hours isnt enough to experience this game... Might just buy the game legit for the multiplayer lmao
We are Stucked on "infinit loeading screen" on "Gportal" (They run on Windows). There is an official Serveur Hoster partener, or recommanded for satisfacory? Thanks 🙂
Any chance there is an option on the horizon to be able to change port 8888? It's an alternative to port 80, and as such is included with port scanner. I had to spend $700 on new gear just to be able to play cybersecurity whack-a-mole and block entire countries and /24 networks, and it's getting tiring. Meanwhile, nothing is hitting my open no-longer-7777 port at all. They all hit 8888, and I would REALLY like to change it from a network security point of view, as the next step is setting up a VPN server and handing out configs to friends and forcing them to connect to the VPN in order to connect to the server. I'm still working on dialing in the split-tunnel settings to make that work properly, though, without giving them full access to my network or routing ALL of their traffic through my connection. Gig fiber or not, I don't need to deal with that.
This, from patch notes, describes exactly how to change both ports
#patch-notes message
Adding the lines to the Engine.ini didn't work and it always opens and listens on 8888, no matter what I tell it.
Setting the -ExternalReliablePort=XXXX and mapping XXXX to 8888 on my gateway doesn't work either, even though the logs say it's listening on that port. The game crashes when connecting unless I have everything set to 8888. It pretty much says, "F you, I'm using 8888 no matter what you tell me to do."
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @wicked knot
Already working on it, bot
I am about to try it again now that I have pro level network gear. I question whether my Nighthawk was properly applying the remapping, so I will find out shortly.
%$^&%*&& Netgear.... Sigh. It works now on the proper gear. Port remapped to something very different. Maybe now I can stop playing security whack-a-mole. 85 countries and 7x /24 networks in the US have been blocked, and while it's been slowing down, it's still very annoying.
did you try using the -ReliablePort as a launch option instead of just adding it to the Engine.ini?
side note : you don't need -ExternalReliablePort if you are already using -ReliablePort
it's all in official doc BTW
I just updated my server to 1.1 and it crashes my client, i was sure I just lost my friend groups save of about 3k hours but a new save does that as well.
So, time to get a new server and move the save file to that then.
1 hour into migrating everything I have onto my new server I figured I could fix the issue by just opening port 8888
Is anyone still getting the issue where when you leave a dedicated server it crashes? I'm hosting a dedicated server on pc A and playing on PC B everytime I leave the server it crashes. My friends can come and go as they please
how do I downgrade my server version to the same version of my game? my server's from Epic Games Store and I wanna downgrade it to 1.01.0 aka 382498 :c I can only find info for steam and for version 1.0
Might not be able to do that on Epic.. you can always use Steam server with Epic client.. so i'd just use SteamCmd honestly if you want to switch versions
Is there any doc or anyone with experience with dealing with a server being up but when trying to authenticate with the server it enters an infinite loop feeding you constant errors saying failed to connect to server?
Yeah, but it turns out my Nighthawk POS router didn't properly forward the external port. My Unifi equipment does and it all works now.
Yeah, I am using the ExternalReliablePort flag in the command line and no longer using the ReliablePort option in engine.ini
Testing connection to Satisfactory Server at #### port 7777
Testing for IPv4
Connecting to HTTPS endpoint https://####:7777/api/v1, expecting 404 with errorCode errors.com.epicgames.httpserver.route_handler_not_found.
TCP Test: Connection timeout.
Sending UDP LightweightQuery Poll Server State packet to ####:7777.
UDP Test: Read timeout.
Testing for IPv6
Connecting to HTTPS endpoint https://####:7777/api/v1, expecting 404 with errorCode errors.com.epicgames.httpserver.route_handler_not_found.
Failed due to Exception HTTPSConnectionPool(host='####', port=7777): Max retries exceeded with url: /api/v1 (Caused by NameResolutionError("<urllib3.connection.HTTPSConnection object at 0x0000023E681CB9D0>: Failed to resolve '99.104.39.32' ([Errno 11001] getaddrinfo failed)"))
Test complete
Does anyone know how to or a guide to set up the dedicated server from wolveix
Is port 7777 open?
Does anyone know why my server crashes itself whenever someone leaves? It works fine until someone logs off, then everyone gets kicked, and the server needs to be restarted in order to join again.
please either correct your message or re read mine
you don't need __External__ReliablePort if you are using ReliablePort to change the port completely
unless you are specifically wanting to do NAT port remap
(I'm not talking about Engine.ini here)
using arguments is preferred for that kind of stuff
Yes, on the website port checker it says open
Both your TCP and UDP time out, so apparently it does not work
I have same problem
With Windows server 2019
What game version? 1.0?
Yes
Is it open in your firewall?
I have my firewall turned off on the server
That's a bad idea
For troubleshooting its fine, though
Can you reach it from a device on the same network?
And is the port open on your client?
I can ping it and in game it says the server is up but when trying to authenticate it infinitely loops that i lose access to the server and never authenticates. The port is not open on client but i didnt think that the client had to have the port open since they arent recieving?
Known issue. Update to 1.1 or switch to Linux
Direct connection works?
Do you mean from the same computer the server is running on? If so sometimes, it is finicky. I have connected from the server itself but other times i run into the same issue on my other computer nor able to authenticate.
Yeah, should have added "if host yourself"
So another system on the same network can't connect either?
how do I get the steam server? I don't see a server tool for the game in my steam library, probably because I didn't buy the game through steam if I had to guess
Look under software, should be there even if you don't own the game on steam.
Otherwise use steamcli
When on the Same network the other computer can see the server and recognize it is on/idle but is unable to authenticate, weirdly i had it up and running with these same settings on a new save but when i tried to update with a different save i ran into these issues
My friend was able to connect and everything
Is it not a known issue with trying to connect to the server and upon trying to authenticate it loads shortly and then puts out a message that it lost connection and then persists to retry constantly? I dont get an error in the cmd it just says accepted connection and something about aggregation as well
Do you use the internal or external IP to join when connecting directly?
How do I tell what version I am on? Is 1.1 a beta or something?
1.1 is experimental
and it fixes the network issue where when you disconnect it crashes the server for everyone?
or was that a recommendation for a different issue
Yes, AFAIK that's fixed in 1.1
what does AFAIK stand for?
can anyone help with this ive opend the ports the server says online but i and my friend (different Network) get this when joining with local IP adress, i can go into the server manager thing and load in that way though
is your friend trying to join with your local ip? like 192.168.something
Yes that’s correct, it thinks for a second and gives this
so your friend needs to join off of your public Ip address. not your private ip. have you port forwarded the device on your network running the server?
Yes both my router and my pc I forwarded I am giving him my IP that I get from google when you type what’s my IP
so when you say you can use the server manager to load in and that works, what does that mean? you are supposed to use the server manager to join for both you and your friend. If your friend is trying to join off of you without entering in the ip information in the server manager and joining through that, it doesn't work. My friend tried the same thing with my server.
i can personally join through the manager, he is trying to join with my ip
I have my server set as the ip passthrough so the server is the public ip
So when you join in the manager, what are you entering for the ip address to join? is it your google ip? is it your local 192.168 ip? are you typing localhost?
When I add the server I’m putting in my gateway IP, the server creates then I can click the orange join button and join fine when he goes to join he clicks join game joins through my local IP, which is a different ip than what I’m using to actually create the server, this is what it showed in the video I watched
Ok so have him do exactly what I do to setup the server except use my external ip?
Yes
Except entering the admin password
That should stay with you
Or share it of you want, idk
Will try that thank you, so I am supposed to use my Gateway IP to create it then he joins with external or am I confused there? lol
usse port checker website
port checker shows you your public ip
Ok
ok. im going to explain all of the ip address lingo because there are lots of terms and it gets confusing. Gateway IP means the private ip your router is at. that is normally 192.168.1.1. Your private ip is only for in your private network, devices on your router. Those addressses start with 192.126.1.some number. Your public Ip address (the one from google search) is what your friend would use to join. This is the ip your router is on the internet. Public = External Private = Internal if that helps.
Internal IPs are as the name suggests for internal use. A router will not route them into/over the internet.
So for somebody from outside your local net to join they need to contact your router which will then forward the traffic to your internal IP
Gateway is the IP your debicws use to reach IPs outside their local net. If you manage to reach your server with this IP that's interesting and a bit weird. Normally you should just use the internal IP of the server
Ok I think it’s good only thing now is when I exit the server myself it goes offline
you can try the fix that works for some people online. login from your public ip. The one from google that you give to your friends. This might work depending on how your router routes traffic.
I will try in a bit thanks everyone 🙏🏻
The server offline problem is fixed in the experimental branch. Id recommend updating to the beta, it does seem pretty stable at the moment
I tried steamcli and I don't understand what I'm doing while I try to follow directions from the wiki page on dedicated servers, but what I do know is if I don't own the game on steam I won't be able to just launch a dedicated server thing sadly, but epic games has me covered there. is there no other way?
I ran this and it said it finished but it really doesn't seem like it finished downloading everything.
- whats the output of steamcmd?
- are you sure you are in the right path?
C:\Users\Aden>nmap -p 7777 ####
Starting Nmap 7.95 ( ---- ) at 2025-05-20 15:19 Eastern Daylight Time
Nmap scan report for ---- (####)
Host is up (0.0061s latency).
PORT STATE SERVICE
7777/tcp open cbt
Nmap done: 1 IP address (1 host up) scanned in 0.15 seconds
This is a computer on the local network. In game it cannot currently see the server running
In the server manager I added the server using the public ip which is also the server ip
direct IP or over router?
both. It's using atnt passthrough
if you do a tracert <IP>, is it one hop or two?
Tracing route to AdenDesk.attlocal.net [####]
over a maximum of 30 hops:
1 <1 ms <1 ms <1 ms dsldevice.attlocal.net [####]
2 3 ms 3 ms 2 ms AdenDesk.attlocal.net [####]
Trace complete.
two hops, so it's going over a router. check your UDP forwarding then
I don't understand your first question sorry. the output when I do what?
I assumed I would be creating my own path considering the weak joke inside the directions sooo yeah. do I need to install the server in the same place my dedicated server from epic games store went?
As
Far
As
I
know : )
when you run steamcmd, what is the output in the terminal window?
@hidden forge In order to go down to 1 hop I have to take the server off of ip passthrough. When doing this and then running the server again I check portchecker and the port doesn't open even though i have setup portforwarding. Maybe atnt is just stupid? I know it is not a firewall issue becuase i have temporarily disabled it on the server. Also I am curious. If i port forward for my server's direct ip (internal) does the port also appear open on my public ip?
if you remove it from the passthrough, check with the servers internal IP, not your external/routers IP.
And yes, if you port forward correctly it'll appear as open,
Now I'm running into this issue. The only thing i think this is caused by is that i don't think the port is actually open and/or the server is using the steam dedicated server and not steamcli so when i launched the game it logged out the server but the server stayed up
did you remove and re-add it with the internal IP?
yep
any errors on the server cli?
It is working
i assume local only?
now set up formwarding for port 7777 UDP & TCP and 8888 TCP (or whatever you set the game ports to)) from your router to the internal IP
hi guys
i'm having trouble with the new server
when i use local ip it works
but when i use public ip it crashes
anybody with some tips
check you port forwards
al ports open
7777 udp and tcp?
8888 tcp when you are on 1.1?
as of 1.1 you need port 8888/tcp in addition to the 1.0 7777
okay it actually worked after all, it wasn't updating on my screen sorry lol
my server seems to work except now I want to downgrade it to the same version as my game (1.01.0) any ideas?
-ExternalReliablePort=XXXX
add '-beta public' to switch to 1.0.
okay thank you, where am I adding this? 👀
additional parameter in the steamcmd command. i think before validate?
+app_update 1690800 -beta public validate
I tried this and I have the same problem as if I didn't write -beta public at all 😭
to be clear though, writing the command with .\ didn't work anywhere but I found success when I typed cmd into the same file path as steamcmd, and punched in steamcmd.exe +force_install_dir "C:\Game_Servers\Satisfactory_Server\Ascaris" +login anonymous +app_update 1690800 -beta public validate +quit except for the fact it doesn't downgrade or anything like that. putting it out there incase I'm doing something wrong
yeah the . references "local directory"
I edited what I said I punched in, which was without .\ 👀 my bad
so anything I can do? I'm stumped
delete the files and rerun
it doesn't seem to mention the beta thing at all in cmd but yeah the server gets created just not downgraded
The server is already on 1.0, client is on an older version of 1.0, so -beta public is not the solution to get to that version.
any way I can downgrade it to 382498
I don't know.
Hi im having issues with my server im hosting myself i was playing on it fine earlier but when i try now on a different machine im getting connection to host has been lost but the connection is really stable and im getting over 900 mbps per second
do i have to like un install and reinstall the server
hello, i have a question i've been trying to play with a friend but the game keeps crashing with this error message below it
specifically only in dedicated server
steam and single player work perfectly fine
Version: 410840, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No, IsSaveGameEdited: No
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000c0
FactoryGameSteam_ReliableMessagingTCP_Win64_Shipping!FReliableMessageProtocolTCPConnection::Tick() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessagingTCP\Private\ReliableMessageProtocolTCPServer.cpp:263]
FactoryGameSteam_ReliableMessaging_Win64_Shipping!UReliableMessagingPlayerComponent::TickConnection() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Private\ReliableMessagingPlayerComponent.cpp:67]
FactoryGameSteam_ReliableMessaging_Win64_Shipping!UReliableMessagingSubsystem::Tick() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Private\ReliableMessagingSubsystem.cpp:89]
FactoryGameSteam_Engine_Win64_Shipping!FTickableGameObject::TickObjects() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Tickable.cpp:153]
FactoryGameSteam_Engine_Win64_Shipping!UGameEngine::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1864]
FactoryGameSteam_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:15]
FactoryGameSteam_Win64_Shipping!FEngineLoop::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5864]
FactoryGameSteam_Win64_Shipping!GuardedMain() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
FactoryGameSteam_Win64_Shipping!GuardedMainWrapper() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
FactoryGameSteam_Win64_Shipping!LaunchWindowsStartup() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
FactoryGameSteam_Win64_Shipping!WinMain() [D:\BuildAgent\work\SM_BT\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
I had the same, I did follow keno10's recommendations here: https://questions.satisfactorygame.com/post/680558216b7c5731963681f1
Hi Folks 👋 , I'm using wolveix/satisfactory-server container image, on the docker host I have two Satisfactory Server instances running, one of them keeps going into unhealthy state and the server is completely unresponsive. Looking at the logs and I don't see error besides it stopped even logging..
[2025.05.21-11.10.05:071][289]LogServer: Display: Server startup time elapsed and saving/level loading is done, auto-pause is allowed to proceed from now on (if enabled in server settings). WorldTimeSeconds = 6001.24
[2025.05.21-11.11.53:688][536]LogStreaming: Display: 0.021 ms for processing 2 objects in RemoveUnreachableObjects(Queued=0, Async=0). Removed 0 (16495->16495) packages and 0 (32277->32277) public exports.
[2025.05.21-11.15.04:484][234]LogSave: Warning: New/Old Root size mismatch!
[2025.05.21-11.15.04:516][234]LogGame: World Serialization (save): 0.306 seconds (game thread)
[2025.05.21-11.15.05:084][252]LogGame: Write Backup to Disk and Cleanup time: 0.003 seconds
Anyone have ideas? Both instances are using the same container image and are on experimental branch:
root@dck01:~# docker ps
CONTAINER ID IMAGE COMMAND CREATED STATUS PORTS NAMES
8ab8650980f3 wolveix/satisfactory-server:latest "/init.sh" 18 hours ago Up 3 hours (unhealthy) 10.10.8.29:7777->7777/tcp, 10.10.8.29:8888->8888/tcp, 10.10.8.29:7777->7777/udp satisfactory-server
adeeaf7e16e3 wolveix/satisfactory-server:latest "/init.sh" 7 days ago Up 2 days (healthy) 10.10.8.28:7777->7777/tcp, 10.10.8.28:8888->8888/tcp, 10.10.8.28:7777->7777/udp satisfactory-server-share
thank you i'll give this a shot!
Is editing the engine.ini the official way to allocate more server resources? If so what is a good way to find out how much you can/should allocate?
would ya'll recommend Indifferent Broccoli for a 1.1 server? or somewhere else?
Hey, I am running the dedicated server in a docker container, but sometimes I am getting a TCP error.
https://github.com/wolveix/satisfactory-server
Incoming TCP connection broken before it could be established
This causes the cpu to spike super high and the container won't restart on its own. Do you know any options to fix this without changing the dockerfile or adding additional scripts on my system?
Hi guys, noticed a rather interesting bug with dedicated servers. If you have one or more people connected to the server currently and then another person goes to https://<your server ip>:7777 it'll boot everyone from the server. Anyone else run into that? Happening on current stable and experimental release.
How can i rotate this thing, to jump directly in the hypertube? When i'm holding LMB i cannot move it.
I'm playing on a server
I can't replicate that on experimental. Server is hosted locally on a Win10 (my old gaming rig, 4c/32gb). Tried blasting it with Invoke-WebRequest in a loop. I know the game API runs on the game-thread, so I could see why. However the requests are so small/short that it doesn't hiccup for me.
I'm playing 1.1-Experimental with a friend on a self-hosted dedicated server running Ubuntu, and we're both getting some pretty heavy lag when we play.. We're just reached fuel-power, and pretty much only built stuff in the desert area.. (he's connecting through local LAN and I'm connecting remotely.)
However, driving around the map is very "sloppy" feeling + the car behaves very strange when hitting even the smallest bump - and our belts are visibly lagging etc.
Are there any settings that we could tweak to make this less laggy? 🙂 Any other ideas are welcome too
Specs of the host?
Hello! I'm trying to run a dedicated server on a Linux VPS. The game and server version is 1.0.1.4 (non-experimental, because my friends don't want to opt in beta)
I downloaded the server via SteamCMD, and opened port 9999 (I have a Terraria server too and the ports are the same)
the portchecker.co says the port is open, also on netstat -tulnp port 9999 is open, and firewall is off, but with all this I still can't connect to the server cause "Failed to connect to the server API". Read many guides but can't really find the issue
self hosted or cloud?
do you need to configure the firewall yourself?
I am pleased to report that since getting the new network equipment the port scanners have been unable to hit and crash my server, and since changing the ExternalReliablePort, the random sus hits to 8888 have stopped.
I should not have had to buy $1,400 worth of network equipment to achieve this, though, as a port scan shouldn't crash it, and it should be easier to change the 8888 port, which is a common http port, to something else more reliably.
it's cloud, I connect to it via ssh and all
the owner (We share the VPS together) has disabled the firewall so there's no settings there afaik
What server host do you guys recommend? There will only be three of us playing on the server and I’m looking to not break the bank but still want good performance.
I'm playing on a (self) hostet Proxmox lxc Node. CPU is a i5-11400 with 96gb memory. Satisfactory "owns" 4 cores with 16gb ram and run nicely with 3 players
I can really recommend gportal - I think its a fair price and never had any issues
Hi people, I have a backup of a server how can I use it solo?
I tested the connection via SparxySys script. When the script is run with localhost argument, it says TCP and UDP test succeed but ipv6 test fails. I also tested the connection on another system with another network, and the test still showed the same results
(ipv6 fail is probably due to not entering a valid ipv6 as an arguement)
I also checked ports with different sites and netstat -na | grep :7777 or netstat -lntu and all seems good. But I still get the API error
I also ran a docker container for the dedicated server which stated to fix this issue, but I still could not connect to the server because of the same exact error
What should I do when my friend is getting this error when trying to join my server?
As far as I know
lol. thanks
i know there’s a way to change the timeout time but idk what it is, it should be somewhere in this channel or in the help channel
hey somethimes my belts look empty, there not but pure visual has no items on them anyway i can reload that or do i have to rejoin?
Guys, someone know how can i change the settings to play on experimental version on hostinger server?
contact the hosting service to install the EXP version
Somehow my dedicated server accidentally got updated to experimental -- is there a way for me to move it back to stable? I tried a full fresh install then moving my FactoryGame/saved folder into the fresh install and it still reads as the experimental version
How can I find my Admin Server Password without a ServerSettings file
Also the listed linux satisfactory download line seems to download a version that is only compatible with players running the experimental branch? Is this intentional?
You just need to alter the arguments
https://satisfactory.wiki.gg/wiki/Dedicated_servers#Experimental_Branch_Selection
I've tried that, my install command was steamcmd +force_install_dir ~/SatisfactoryDedicatedServer +login anonymous +app_update 1690800 validate +quit
no reference to experimental or beta
-beta public?
tried that too
Actually that was it, I swear I tried it before but I guess I didnt
Hi! I have a friend hosting a server, he's already connected among other friends, I cant connect to the server and getting this error
Looks to be a firewall block if you cant contact the server at all.
EXPERIMENTAL: Am I tripping, or is the server booting me back to the main menu because of a bug related to a double power wall connector, and the big flying stingray in the sky?
Happens when I place a big blueprint I made, a building filling out all of the mk2 blueprint designer with lots of power circuits and hypertube entrances.
click lmb once, then scroll, then click again
or you typed the wrong IP adress, either wrong numbers or wrong formatting, or wrong port number.
We are in the same discord server and sent the ip through a chat, just copypasted it
Satisfactory is enabled through the firewall, and iIrc did a ping and it worked
When it says "server name pending" it is an unclaimed server e.g. another one. It also says that this "other server" is offline.
I am almost certain you don't have the right IP adress in some or other way, either formatting or he gave you the wrong one, or his IP adress changed.
I'm telling you that they sent the ip in the chat, everyone could connect but not me
Not a chance of missing the copy paste
ok, either way your game is not finding his server. If it said his server name, but then offline, it would have been another issue.
there is always that dumb "turn it off and on again" you can do with your computer, and restart WiFi. probs worth a try.
are you on conflicting game versions? him on experimental and you on 1.0, or vice versa?
could also try restarting server (application) on his end, and/or restarting the game session, or starting a new one with the last server autosave.
Tried turn off/on everything (game, pc, net) also switched net cable, and just in case tried to connect via wifi instead ethernet
We are both on the same version branch, none of us have any beta installed
Neither of us have mods, had in the past, but since then I have fully reinstalled everything in my pc, so it should no be a problem, either way it would say something of version, not the error I'm getting
then I don't know dude 😦 what port number did you put in? by default it is 7777 if your mate didn't change it.
other than that, skim through this article and look for any stuff related to third parties connecting to the server, and not the host setting up the server
7777, we left it default
Cant find anything :/ no worries, will try with a few more things .
Thanks a lot tho!
Will come back if I find any fix
check his ip on canyouseeme .org and see if if says its open-...
I need help
check that your ports are open
Is it possible to have one Hub / person on a dedicated server? Me and a friend want to play together, but we want to start out and run to different areas and do small "build-offs" but dying and having to spawn across the map kind of makes it a hassle. 🙂
check the modding discords as far as i know its not possible without mods, and maybe not even with mods
I keep getting a weird error on my indifferent broccoli hosted server (experimental branch, 1.1)…. Basically I’ll go to build a foundation or architectural piece and it will remain in the blue hologram state after building. I’ll be stuck in this “you can build but it won’t resolve mode” until I log out to the main menu and reconnect to the server. At which point the built structure is there and I can build again until it happens again (usually once every 45 min…). Curious if anyone else gets this type of error or has a way to resolve. Server network settings are set to High, and ping is 30ms on average.
Will do, thank you Pitched.
I have port forwarded and allowed firewall but getting connection timed out
Okay the server had crashed or some shit
Now I'm getting encryption token error.. ?
And when I join through server manager and leave the server shuts down??
Hi All 🙂
Just started Satisfactory and completed obsessed with it just awesome.
I started a multiplayer game with me hosting and its been fine but little annoying that i need to be on for my friend to play. I want to potentially look at some dedicated hosting (External not using a spare PC of my own)
From reading reddit and here am I correct in saying:
I can simply get a dedicated server find my save game from:
%localappdata%\FactoryGame\Saved\SaveGames
And upload it to said server, we play vanilla no mods etc so I am hoping it will be super simple? Is there anything I need to change setting wise on the save before it can be used on a dedicated host? Do I need to set the save to an IP save, currently its set to steam and i send the ID to a friend, unsure if those settings are client side or inside the save itself.
Also if at a later point we want to go back to P2P hosting will the save still work if migrating from a dedicated server?
Are there any recommendations on UK Hosting?
Hi i installed Ubuntu on a vm via proxmox and i just installed satisfacoty on it, but once i tried to locate the path and start the server i get permission denied, can anyone help me?
You can upload your local save in the servermanager panels built into the client
how did you install it ?
Using the command app_update 1690800 -beta experimental validate
If you dont use experimantal then take off the beta bit xD, cant see it mentioned in your post so thought id mention it
Oh yeah i use experimental
How is yours? I need to log out and in continuously for 1.1 dedicated server 😦 too annoying for me
Uhh my server u mean? I need to set it up but i get the error message permission denied. We just used p2p for now but the one who does not have the save crashes constantly when playing.
Yeah 1.1 server, mine is horrible, went back to single player 1.1 lol
1.0 runs amazing but not experimental haha
Yeh i prob need to wait till full release, but we are to far to start over.
Yeee, might be better off just doing the one person hosts (p2p right?)
Thatst the thing. The one who does not have the save constantly crashes when playing
Building leaves BPs like all the time and completeing Tiers needs a relog too for me to register hahaah
Atleast its not the host lol
Yeh, but its still annoying hahaha
Oh ye fo suree
and i ainty paying for a host when i have a server at home
hey guys, I bought a low.ms dedicated server, but having some issues with getting the server to start after adding even a single mod. Anyone had that issue/know a workaround?
Hello, whenever somebody tries to join my server from the outside their game crashes. Im running the same configuration that worked for 1.0. Is there something that needs to be changed?
Greetings people, on my 1.1 server, the client is having issues joining the world. I can access the admin UI just fine, but when trying to join I get stuck on the loading screen with no end in sight.
I found these lines in the logs which I'm suspecting to have something to do with it, but I have no idea if they actually do.
Update: Figured it out, I remaped all the ports without telling the game I did, so it tried connecting to 8888
the relaible port thingy, check patch notes for the 1.1 server a few months ago. Default 8888 TCP
Maybe someone here will know how to help. I'm trying to use AMP to host a Satisfactory server. I created the instance, and forwarded the ports on my router.
In-game it seems like I can connect and see the server, but when I go to create a game, it just says it's preparing a game, then goes right back to the same menu. If I do it from the "Manage Saves" screen instead of the "Create Game" screen, I get an error about connecting to the server API.
I'm at a bit of a loss if anyone knows how to resolve!
Hello please help: fresh install of satisfactory using steamcmd - launch the server.exe and get the below error:
Plugin 'PythonScriptPlugin' failed to load because module 'PythonScriptPluginPreload' could not be loaded. There may be an operating system error or the module may not be properly set up.
validated the files did not work
anyone seen this before and know how to get it resolved?
What specifically did you run with steamcmd and you are just starting FactoryServer.exe by double clicking or using something else to start it?
is your server local or is AMP running on a VPS?
Server is local. I just have it in my closet with AMP running in a VM via ProxMox.
I have a Valheim server running on that same server already too, which is what's odd
Hiya! Running into a weird issue with dedicated servers - When trying to connect using Experimental to a dedicated server hosted online, my client crashes with the following error:
Version: 410840, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Client, IsUsingMods: No, IsSaveGameEdited: No
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000c0
FactoryGameSteam_ReliableMessagingTCP_Win64_Shipping!FReliableMessageProtocolTCPConnection::Tick() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessagingTCP\Private\ReliableMessageProtocolTCPServer.cpp:263]
FactoryGameSteam_ReliableMessaging_Win64_Shipping!UReliableMessagingPlayerComponent::TickConnection() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Private\ReliableMessagingPlayerComponent.cpp:67]
FactoryGameSteam_ReliableMessaging_Win64_Shipping!UReliableMessagingSubsystem::Tick() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Private\ReliableMessagingSubsystem.cpp:89]
FactoryGameSteam_Engine_Win64_Shipping!FTickableGameObject::TickObjects() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Tickable.cpp:153]
FactoryGameSteam_Engine_Win64_Shipping!UGameEngine::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1864]
FactoryGameSteam_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:15]
FactoryGameSteam_Win64_Shipping!FEngineLoop::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5864]
FactoryGameSteam_Win64_Shipping!GuardedMain() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
FactoryGameSteam_Win64_Shipping!GuardedMainWrapper() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
FactoryGameSteam_Win64_Shipping!LaunchWindowsStartup() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
FactoryGameSteam_Win64_Shipping!WinMain() [D:\BuildAgent\work\SM_BT\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
When I setup a dedicated server locally using Steam, it connects just fine. Any ideas?
Does the log show any errors? If you pull the save file out with FTP or from the web interface can you recreate the instance and replace the save file?
I downloaded my world and uploaded it to a dedicated server and now I can't access any blueprints?? help
You need to create the directory structure on the server, by saving a basic BP, and move them from your local files to there
Those are stored in a separate folder. You need to copy that folder to the directory where the saved games are stored. If it doesn't exist create it.
Not sure what hosts your server but on mine its a Linux instance.
.config/Epic/FactoryGame/Saved/SaveGames/blueprints
ok, driving me nuts: I have a dedicated server (playing solo - so stuff runs all the time) and when I log into the server: grass and rocks won't go away. If I load the game into single player - they're gone.... So it's specific to the dedicated server.... Any suggestions?
On the server: "Error: Server_PickupFoilage: RemoveFoilageInstanceByData Failed"
and side note: I had multihome in the launch commands - removing it seems to have fixed the issue.... EDIT: Meh, nm - it's not fixed - it's getting worse. I can't remove rocks now (but they're gone in single player)
just double clicking the exe - ran as admin aswell with the same error.
I got the server going using normal steam however i want the server running via console with steamcmd
Has anyone heard of platforms and walls not being placed or deleted properly in a dedicated server? They are just blue and then upon reloading the game they appear. I also delete walls and they don’t show client side as being deleted despite no longer existing. I’m on an indifferent brocolli dedi experimental. It’s not something port related is it?
Same here. Maybe it’s their setup?
not for late game
Hi, i have a little question, i want to make a plan on my server, i build a litle structure in the machine plan, give it a name, an emplacement, an icone but the plan is nowhere, i need something else ?
It should be fine for quite some time.
If you find you need more ram or a faster CPU. Just download your save files and blueprints. You can upgrade or move hosting providers upload your save and carry on.
i keep getting
hey so ive done port forwarding on my router but im still getting
could you be any bit more specific?
sry, wrong information
for local connections use the servers local IP
your router might not allow connections from the "inside" to your external IP, and might not forward connections coming from internal too
best to test with connections actually outisde your network
yup i got it working i was missing a port bc im on experimental i was missing 8888
Are there people playing on rented dedicated servers that work perfectly with 1.1 and platform and wall dismantles? Like does that exist out there?
I tried the recommended broccoli one and dismantle stops working properly and so does foundation placement.
People who use rented servers don’t have to worry about port forwarding right?
Like if I’m renting on broccoli all I can do is put the server address and port in the server manager and that’s it right?
no rented do it alll for you
Ok that’s what I thought. Is it possible that some rental companies work better with 1.1 ? I’m having a hard time knowing if it’s even possible. I know 1.0 stable has a problem too with dismantled platform not rendering until restarting the client.
1.1 is similar but different where they turn blue but not actualize.
not sure im using my own as its cheaper and itll be runnig on a raspberry pi
I remember Mikael saying one was fixed and one wasn’t but they both seemed bugged so not sure what to expect to be able to try to fix
Did you ever find anything out?
Wait, you can run this on a Raspberry Pi? What about memory requirements? Or are you going to use an SSD and a swap partition?
i havent looked into all the details but it looks like itd be possible im gonna be trying it tomorrow and see
Let me know! I would be very interested in moving my server onto a Pi instead of leaving my desktop running 24/7.
if you buy the golden nut on a server do you have to be online to get the achievement?
Ram seems low
Do you have 2 servers going?
Are you running 1.1? I'm having similar issues. Have to reboot server to clear it up.
I'm having the same issue, are you running 1.1 or 1.0? I'm on 1.1
I recommend running the server in Docker
You can get rid of most errors by running it in a special container
I'm using AMP, I've had good luck with it so far. Plus love the selection of games I can just point-click-start
AMP from Cube Coders?
(bot doesnt let me send link)
yeahh
I have several data center servers, getting into hosting myself. Was the easiest solution to start with
So AMP looks like pterodactyl but paid
Yeahhh, but it runs on Windows as well
I work at a data center, with linux, but I'm very.... still learning :p
So does pterodactyl, altough I know its a bit more difficult to setup on windows
Then get a linux server at home
😛
dont run from it, if you wanna learn self-hosting, linux is the way to go
I have 3 linux servers setup currently
Yeahhh thats prob a better idea lol
@astral oasis @wispy oracle it is not possible/feasible to run the dedicated server on a Pi
- no native arm binary*
- CPU too weak
- probably not enough RAM
(*While you could run it with a x86 emulator, this is not supported and the CPU is still too weak)
That's what I was thinking, and why I was shocked.
Tips for success if exposing to the internet for friends:
Use non-standard 5 digit ports as port scanners will crash your server.
Use a quality router or firewall box that can properly forward ports.
I ended up using my issues as an excuse to get Ubiquiti gear. I have a domain name and DDNS set up, so I'm getting a ton of hits by scanners. I had to play security whack a mole for awhile, and I now have 90 countries banned, along with a handful of /24 networks, and even a couple of /16 networks. The influx has finally calmed down, and my server hasn't crashed since I got the equipment.
My Netgear Nighthawk was not removing port forwarding rules when deleted, unless a factory reset was done and the rules set up all over again.
I do that and this message appear
My personal advice for playing with friends is use a free VPN like Radmin VPN or Hamachi, create a network
I use Wireguard on a Raspberry Pi running PiVPN. Works great, and is lightweight. I can also use my Gl.iNet travel router when on trips out of the country to effectively site-to-site back home and watch my Netflix shows. It has a built in Wireguard client.
Anyone else totally unable to connect to a dedicated server?
Details? Self hosted or hosting service, any errors, is it crashing on connect, etc.
Self hosted on OVH - Server logs as follows -
[2025.05.30-12.21.22:449][870]LogGame: Error: RegisterPlayerWithSession: Failed- UniqueId.IsValid(): true, IsV2(): true, IsOnline: false
[2025.05.30-12.21.22:459][870]LogGame: Warning: Set Online State For Player : false - BP_PlayerState_C_2147463773
[2025.05.30-12.21.22:459][870]LogGame: Warning: Could not process player whose OnlineState changed: local user was invalid
[2025.05.30-12.21.22:460][870]LogGame: Warning: Set Online State For Player : true - BP_PlayerState_C_2147463773
[2025.05.30-12.21.22:460][870]LogGame: Warning: Could not process player whose OnlineState changed: local user was invalid
[2025.05.30-12.21.22:460][870]LogAkAudio: AFGPlayerControllerBase::SetupWwise
[2025.05.30-12.21.22:460][870]LogNet: Join succeeded: UrbanDarkness
[2025.05.30-12.21.24:322][926]LogReliableMessaging: Received connection announcement from client. Connection ID: '9641E0E640041ED0C6DC6BAFF9D3075E'.
[2025.05.30-12.21.25:140][949]LogStreaming: Display: 0.001 ms for processing 31 objects in RemoveUnreachableObjects(Queued=0, Async=0). Removed 0 (21575->21575) packages and 0 (37805->37805) public exports.
[2025.05.30-12.21.32:470][168]LogNet: NotifyAcceptingConnection accepted aggregation: 88.97.226.143:1757 (8)```
Game just totally crashes out when trying to connect, just grabbing those logs now
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000c0
FactoryGameSteam_ReliableMessagingTCP_Win64_Shipping!FReliableMessageProtocolTCPConnection::Tick() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessagingTCP\Private\ReliableMessageProtocolTCPServer.cpp:263]
FactoryGameSteam_ReliableMessaging_Win64_Shipping!UReliableMessagingPlayerComponent::TickConnection() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Private\ReliableMessagingPlayerComponent.cpp:67]
FactoryGameSteam_ReliableMessaging_Win64_Shipping!UReliableMessagingSubsystem::Tick() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Plugins\ReliableMessaging\Source\ReliableMessaging\Private\ReliableMessagingSubsystem.cpp:89]
FactoryGameSteam_Engine_Win64_Shipping!FTickableGameObject::TickObjects() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\Tickable.cpp:153]
FactoryGameSteam_Engine_Win64_Shipping!UGameEngine::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1864]
FactoryGameSteam_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [D:\BuildAgent\work\SM_BT\UE4\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:15]
FactoryGameSteam_Win64_Shipping!FEngineLoop::Tick() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5864]
FactoryGameSteam_Win64_Shipping!GuardedMain() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
FactoryGameSteam_Win64_Shipping!GuardedMainWrapper() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
FactoryGameSteam_Win64_Shipping!LaunchWindowsStartup() [D:\BuildAgent\work\SM_BT\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
FactoryGameSteam_Win64_Shipping!WinMain() [D:\BuildAgent\work\SM_BT\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```
Both server and game set as Exp branch
By all means try it, its CGNat 😆
Bane of my life but alas im not worried about sharing my IP 😛
CGNat is why I told T-Mobile fiber where to go and how to get there
Anyways, are you trying to connect over the net, or locally?
Net
Because you may have answered your own question...
Is it on your PC or another box?
Point it at that box's local IP
Oh, that's semi self hosted, then
You need ports 7777 and 8888 open on that server
Done
If Linux, did you reload iptables after adding the rules?
(For reference, i work in IT as my day to day, so ports checked, firewall checked, run verification of both server and local files)
Oh thank you, that saves me time and explanations.