#dedicated-servers
1 messages · Page 145 of 1
ah okay well they are on vacation now but i hope they fix it soon... cant run server like this and have to keep my main pc running as host
I think I saw somebody mention leaving and rejoining fixes it
I think I saw someone mention changing the port to a higher port to fix cpu usage issue
I believe @dusty hazel Did it but idk if iirc
well thats a fix to one critical issue but other one needs fix
yeah that fix high cpu usage but if it don't fix desynch nothing else can only dev fix
I wasn’t getting desyncs with vpn tunnels. I haven’t played since the update… but reading the release notes, it didn’t sound like much progress was made on unbreaking multiplayer where the server is open to the internet.
I have the traffic ip whitlisted and I havent noticed any desync issues yet
So maybe try whitelisting your friends ip instead of just having it open
Im running on docker compose on linux
Just to help with general knowledge of the issue and known possible workarounds.
do u specify the new reliable port with argument on start ?
Good point, I may not have or would need to in addition to setting as such in AMP.
Got it, and that's the FactoryServer.sh that the argument goes into correct? Thank you for the information
yes u can add this -ReliablePort=xxxx -log -unattended
Appreciate it, thank you
we have dynamic ips here so they change every 24h but i will try to just test it out
Tailscale makes the dynamic IP thing not a problem
If you don’t mind setting up vpn tunnels. ¯_(ツ)_/¯
well my friends dont want to setup vpns lol
Just use a reverse DNS, there are some free options out there.
Then resolve the reverse DNS on your remote server.
If you got no clues on how to do it, ask Chat GPT, he know such basic setup
thats what im doing now.... its about the ips from my friends that i "only" need to allow
Also, regarding the port issues, as it was suggested to you, change it. Ports in the 8000 range are often related to websites and panels, thus scanned quite often by malicious third parties.
Ports in range 51000 are not used. Assign a 10 slot range per game and you will be fine (as some servers use multiple ports).
51010 ~ 51019 : Game server 01
51020 ~ 51029 : Game server 02
51030 ~ 51039 : Game server 03
etc...
yea that only fixes the cpu usage, but the ghosting and async behaviour still occurs
Yeah, there is currently no real workaround for that except for relogging
However, anyone who does experience the desyncing issue can best help by collecting logs
yep
That one is on the devs side... Will have to wait the end of the holidays...
If it's just yoy two, then just have one of you host the game ob your locale machine and use steam to open the game on invitation.
I did just that with my friend, works fine.
(please get the logs and send them to the devs)
well thats what im doing now, we are 4 people since the ghosting is annoying for them and i cant run my main rig 24/7
When you sleep, you sleep, just turn your computer off and send your friends to sleep as well.
different timezones, someones up at any time lol but yea
Just change your friends... x)
if ficsit can give me new ones sure
you probably mean dyn(amic) dns, not reverse dns
DNS is Hostname to IP
RevDNS is IP to Hostname
DynDNS is regular updating the DNS record
Indeed, my bad... My own mixup
oh no... you broke the dev ping rule. I hope you're ready for your flogging.
I didn't ping them :D
Can either use duckdns or set a DHCP reservation on his router website
yea they are not tech savvy enough for that ^^" i have a dyndns for the server but they just join and play and tell me the annoying bug every ten minutes
dhcp reservation on the router site is normally pretty simple
knocks on wood ive yet to see the desync issue with hosting in docker compose, port forwarded but remote ip is whitelisted
dhcp reservation are only for your private IPs, and these should be probably very stable in most cases
DynDNS for your public IP on the server side
and do check if your public IP actually changes. some ISP say they do but they actually dont't.
or use IPv6, these should be pretty stable too
Oh shiii duhhh🤦♂️🤦♂️ guess I should wait until I finish waking up to send any advise 🤦♂️ my apologies
hm, i need to check if the IPv6 bug is still present..
Does anyone have an educated guess why the desync happens?
missing/broken error handling on the secondary port
Folks who are having the desync issue (with foundations, schematics unlocks : HUB milestone, MAM ) , do you also experience higher CPU usage or is it normal ?
I experienced high CPU usage. First i didn't know why but after searching up and down the web and discord, i managed to get a fix and know i don't have performances issues anymore :
- First change the default ports (7777 & 8888) to other values. Can be done via the -ReliablePort command line arg and the Port= config in the Engine.ini file. Try and put the two ports to a value in a different range (like 155XX) its less likely to be scanned as 8888 is often used in default configurations
- Increased the tickrate from 30 tps to 60 tps (i don't know why but it's better for me)
- Wrote a script to handle a save+restart every 4h (which seems to be the threshold to high CPU usage)
My tickrate and network config (Engine.ini file) :
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
NetServerMaxTickRate=60
LanServerMaxTickRate=60
[/Script/SteamSockets.SteamSocketsNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
NetServerMaxTickRate=60
LanServerMaxTickRate=60
[/Script/OnlineSubsystemUtils.EpicNetDriver]
MaxClientRate=120000
MaxInternetClientRate=120000
NetServerMaxTickRate=60
LanServerMaxTickRate=60
But did you also have desync issues?
And are those desync issues now gone after high CPU usage is gone?
YEAHHHH finally
it never happened again since i did this
(still have to reboot the dedicated server every 4h because it starts lagging)
But know, even with 3 players, we never experience such rollbacks etc...
(i have a hostinger VPS that i manage myself)
For the desync issues, everyone confident in their server specs should increase the tickrate. Seems like the more the server can process in a second the less the desync is
I had a strange bug that is also gone now : the blueprints categories that shuffles everytime someone adds a new one.
Hello everyone, did anyone try to put satisfactory server behind a reverse-proxy ? My server works correctly when accessing it directly, but I would prefer it behind the proxy for remote friends. Is it possible ? (I am using nginx with stream module, which works for other game servers with raw tcp/udp connections.) Also, is it possible to use my own cert through nginx, and not satisfactory server ?
i understood correctly that the massive desync problems are a recent bug since the 1.1 update?
yes can be cause by high cpu usage/ bad internet connection or just random
so look for the 2 first option in neither hits u then u can't do much more
The server has 32 GB Ram (about 10 GB used) and 8 CPU cores (about 60% usage). and 250 Mbps down / 40 Mbps up.
so just Random i think?
ethernet or wifi ?
60% seems high is there players online ?
60% when 4 players are on the server
and idle ?
If no player is connected, it is around 15%
the 10 GB Ram also refers to when 4 players are connected. Around 7.5 GB are used in idle mode
which docker image are you using? i might try that and see if its a difference with no ip whitelisting
Yes, rev proxy with nginx stream config is possible.
Beware the UDP config.
No, certificate should not be possible, otherwise the revproxy would have to handle the SSL termination
Ethernet. The server runs on a Windows Server in a Hyper-V environment on quite powerful hardware
Not the one you responded to, but I'm using wolveix's image without ip whitelisting and I have no desync issue
oh oops, or wait i did get the right person me dumb (stupid mondays) thanks ill try it out ^^
I use wolveix's
alright thanks ill try it
version: "3.8"
services:
satisfactory:
image: wolveix/satisfactory-server:latest
container_name: satisfactory
environment:
PGID: 1000
PUID: 1000
MAXPLAYERS: 4
UPDATE_ON_BOOT: "true"
volumes:
- ./config:/config
ports:
- "7777:7777/tcp"
- "7777:7777/udp"
- "8888:8888/tcp"
restart: unless-stopped ```
tyy ❤️

15% idl on a singe core or overall ?
Stis is probanly a silly question, but in the server manager screen ther is a console tab but when I'm connected to my self hosted (linux) dedicated srever (either as client or admin) it's blank, is that correct or do i need to do somthing aditional, and in that case whast and is it server side ore clientside?
Doesn't have a text bar at the bottom of it?
give me a second
15% still seems high to me, I'm idling at 2%
yeah that should be the case but if it's 15% of a single core he is good if it's overall there is an issue
Ah yeah that's true, I'm at around 40% single core
no text input line at all
oh jes it does my yeys decived me
ok it seams i can communicate with the server though the cosole time to hitt tthe docs thanks for the help
The only commands available are :
stop
quit
server.SaveGame
Its so sad
Can't publish a message, can't reboot, can't list players
Hi, I've just updated my server to 1.1.
I am able to connect but my friend keeps getting " could not connect to server, failed to connect to the server API"
The server is hosted using docker and I have both port 7777(tcp/udp) and port 8888(tcp) forwarded.
Any clue what I might be missing?
I must be an idiott but i cant ket the dedicated srever (latest version) to work as dual stack, it either accepts ipv4 connections or ipv6 connections but not both
s i test from the same client comuter is this the source of my issues
and i I gave googled and tried oaal the solusons i font including the --MultiHome option
delete and remake ur 7777 TCP/UDP router rule
Any chance I could rope someone into creating a Satisfactory headless server page for tldr? https://github.com/tldr-pages/tldr/issues/17125
That worked, thanks!
have a good game !
I just see the following section in the Experimental patch notes 1.0.1.6:
- Bulk data replication
o This change requires you to open your current TCP Port (7777 by default) on top of the already open UDP port, you also need to port forward the same port as the game port (7777 UDP by default) +20000 TCP (27777 TCP by default
Do I also have to set up a forwarding for port 27777?
That was temporary while in 1.1 experimental
It is now port 8888
desynch issue can be a lot of thing some are not fixable rn can u check ur cpu usage ?
^^
so quick fix change ur reliable port for a random high one if u can like 45897 and reboot
where do i do that 😅
are u self hosting or u paid an host ?
self hosted so access to everything
open a new port on ur router TCP rule and add this argument on ur starting setup : -ReliablePort=xxxx where the xxxx are ur new port
only tcp? not tcp and udp?
Reliable port is only
TCP
basic port 7777 TCP/UDP u can keep it 7777 there is no issues but the reliable port by default 8888 is only TCP and cause high cpu usage
do i change those arguments here?
or when i run ./FactoryServer.sh?
no let 7777
there we go xd
^^
so now that whole foundation beams issue should be fixed?
i surely hope so
around 20
dnschecker.org/port-scanner.php
if u wanna try open this and put ur pub ip and ur new reliable port scan it 4 times and look cpu usage again
what does it do
it scan ur ip to see if hte port is opened or not
lol 8888 timed out
yeah u delete the rule put ur new port
oh lol yeah
usage is around 50 now
scan again xD
90
see that's what was happening with the port on 8888 some random online scanner scanned ur ip with this port and cpu usage skyrocket and never decrease so now it's less likely u gonna get scanned
now ur good to reboot ur server once again
so how did this not happen before 1.1? port 7777 didnt do this
and how does the usage not go down again?
7777 is the base port for https and api with 1.1 a new port is needed the 8888 but the server handle poorly extra connection and is flooded by junk data
no problems keep me in touch if that settle ur desynch issue
i will. might just have to regularly restart the server
should i restart the entire server, the vm or the satis server in the vm?
alright. and do u know anything abt the dismantle crates despawning when ur inv is full?
they all get gathered in a already placed crate on the map look for it
it's a new option u can deactivate it in the settings
30% cpu and fake holograms
back to the glitches of not being able to place foundations
are u playing solo on the server ?
i have port 7777 TCP and UDP and 8888 TPC open in version 1.1.1.1 and shared my public ipv4 and my frind cant find my dedicated serv help T-T
(i can join the serv with my personal ipv4)
yes
did he use ur public ip with port 7777?
yes
windown
did u open ur firewall?
Hi, I'm thinking about playing on a third-party hosted server so that my friend and I can play together and independently. Does anyone have experience with third-party providers? And are there any known issues when using a dedicated server?
and what ip did u use to join?
Did you configure your router to forward the ports?
public ip
hosting it urself is cheaper
?
ohh buddy. open your router settings
and forward those ports there too
ok
Do you have GCNAT? e.g. Starlink or cable operators like to use it from time to time
could you share of logs of both server and client of this specific session?
uhhh where can i find those xd
what u can do if u play solo is not exposing the server on internet and make it stay local
it's for 3 people...
that's why im running it
this?
%LOCALAPPDATA%\FactoryGame\Saved\Logs for game client.
For the server its installation directory and FactoryGame/Saved/Logs
Yeah they are logged in .log files , so having the full log will be helpful.
can i send the log files in dm?
Do u have any infos for the Reliableport causing high cpu usage after port scan ? if it gonna be fixed or else
and can we expect a patch soon? or after summer break
Would you be able to post the script for saving every 4 hours? i am interested in this as well. i think its a good idea.
sure
Yes we will address the issue and deploy a fix as soon as possible, Ideally without any regressions.
nice !
Yeah, it's not that we have not looked into it at all. We did try some fixes internally and it had some regression (which is quite normal) and we felt its not safe to deploy it to stable version of the game.
yeah until then we found some workaround by changing the port for a high one (less likely to get scanned) or vpn tunnel or whitelisting
Do you guys know if there is a way to force this situation? Instead of waiting for the CPU usage to increase overtime?
not sure if it'll work dnschecker.org/port-scanner.php and scan the 8888 a couple times so cpu usage spikes
might work
actually let me go try this
wth is happening?
every first boot it also shows me it has trouble connecting to the api
yes just scan the port
doesnt make the foundation and beam issue appear
that just a player from ur server he is disconnected and theres is somes bugs where the gamertag doesn't dispaly
it logged me on new account
over and over or only this one time ?
Are you playing on steam with an epic account linked?
yeah
its alternating between offline id, steam id and epic id
Before/after 4 port scan on my reliable port
it says this, server is offline, back to this in a looop until it starts sometimes
that happen when u try to log faster than the server is booting
try loading an earlier version of the save on to the server and join to see if you re-possess the same character
Bringing this up again cause I didn't get a response when I asked recently. Anybody else having issues with BP's on dedicated servers?
I have a road blueprint that is pretty much bringing down my entire IB server when I place it sometimes
I don't have the issue when I place it on a singleplayer session tho
Basically it seems to be corrupting my save and making it where the save just infinitely loads without letting me in. It seems to also tank the entire dedicated server too sometimes requiring a full wipe
When I loaded the offending save in a single player session, it seems that the blueprint I placed is in a weird state where it is simultaneously a blueprint and not a blueprint and can't be disassembled in BP mode
Hey 👋 im still working on it im trying to use the server api to change the restart interval every 3h and have the restarting message in game so players don’t be disconnected out of the blue
As soon as I can I will gladly Share it
Yes this is a good idea. I've noticed the same. It seems after 4 hour or so the CPU usage goes up.
Thanks for that!
I'm sending nc -z <ip> <messaging_port> every 30 seconds.
From the CPU charts, it looks like each incoming TCP handshake (SYN/SYN-ACK) triggers a noticeable CPU load. The usage seems to scale linearly with each connection
@whole meadow i accidentally went afk on the server for about 3 hours and now that im back the glitch has appeared again. i feel like it's an underlying issue somewhere like a "memory leak" where it just piles up over time
yeah reliable port endure poorly those data and can't decrease it's usage afterward expect witha reboot
Yep! Just wanted to give Kekw some context since they asked how to reproduce this
hello people, is there anys erver provider like aternos which hosts servers for free?
anyone have or had an issue on a dedicated server where all players keep logging back in to being respawned at the hub with no items
a quick google search found something called axent host, now iv never used them and cant vouch for it but give it a look
oh the thing banned it cuz it was a link prolly. tysm
yeah it was a link
yea dont try it out
it sucks
u have to get credits which is tiresome for only 1 hour of uptime
It happens all the time to us
The server thinks you're a new player for some reason. You gotta go find where you last logged off and kill your old player
Sometimes reloading an older save helps too but you lose progress
i downloaded the satisfactory dedicted server thing on steam
is that not enough to hiost my own server
kind of frustrating, i recall hosting a dedicated server back on 1.0 and this was not a issue
using the steam thing?
or steam cmd?
one of myf irends started hosting a dedicated server and he can enter the game but i cant. can someone explain how ot fix this
port forwarding most likely
add the server with his public ip and port 7777
i did but it says offline
is that friend running the server 24/7?
no he is runnign it now
im in vc with him
he said he set up port forwarding
bruh
he put the gamemode on singeplayer
thats not dedicated server?
wdym
when he opens the server on server manager and clicks create game he can choose the gamemode
..huh, been a while since i crated the world xD
continue on then
his laptop exploded
hey friends, is there any up to date reliable knowledge base outside of forums on successfully updating a dedicated server? after the latest patch, everything seems to have been borked.
see pins
ah thx
I'm trying to setup a dedicated server but whenever I press manage session and attempt to change it to IP steam or anything it basically freezes my laptop
you need access to the host server
no i mean how do i start it mb
mistype
i mean using this thing
just start via steam, or if you need the account to start the client, start the exe directly
oh now the game just crashes
ok i mean after the console opens and stope yapping, i juts put my public ip
whats this for????
to make a dedicated server
if the console is running, the server is running. add the IP in server manager manage it from there
the ip being my public ip address?
depends on where the server is in relation to your client
same LAN? use the private/internal IP
on a different network? use public IP
has anyone been able to shut off logging on the dedicated server completely?
ok how di get my private ip?
same machine or different?
same
just use 127.0.0.1 then
okay
lemme try..
oh my god it worked
thank you so much
nvm its not working
5k ping
normal during world creation
Microwave ahh server
yes, you start a world as if you checked "skip tutorial"
or create a world with tutorial enabled, quit it asap, then upload the world to the server
idk how to upload stuff anyways
can u try joining it? my friend just dissapeared
i just wanna make sure it works
server manager > world > upload save
if you want others to be able to join there is quite some more to do
nope. but you need to configure your firewall and/or your router for external access
for the 7777 port?
i can do that i saw a video.. one sec
7777 UDP & TCP as well as 8888 TCP by default
inbound
is that windows firewall?
yes.
not it keeps saying failekd to connect to server api
no longer working
nvm it worked
skdklfs
then you need to set up port forwarding on your router too
how do ia ccess my router 😭
depends in your router
one way is to type "ipconfig" into cmd, copy the gateway IP and try to connect to it useing a browser
I set up portforwading
everything
still doesnt work
i change settings in manage session to IP
and the game just freezes right there
and then my network card goes down
i love linux 😭
Linux the better windows aye
Yeahhhh plenty of people are hosting a DS on linux including me
R u using steamcmd? Docker?
Steamcmd everything worked out in the end I fixed it
Now I'm just look for performance optimization
What was jt
Can you say that the current desync problems works better under docker than under windows with steamcmd?
Do you have the port still set to the default 8888?
I think its kind of been discovered seems like desync is normally an affect from cpu usage spiking due to port being scanned
Port 7777 and 8888. Sorry, did I miss the solution? There has been quite a lot written here the last 2 days
Yeah the first thing to do is change those default ports
It did better for me and im not the only one
The second thing is the 3-4h uptime threshold at which time it starts lag spikes => need to restart the server
I THINK only needed to change port 8888
7777 is also used in lots of default configs
Yea but I thought somebody said 8888 was the reason for the spike
Yea, believe i saw a few people saying they only changed 8888 and it fixed the issue and they still use 7777
Do I specify the new port via a start parameter, or can this also be entered in an ini file?
Both. See #patch-notes message
@dusty hazel Was the one who answered that. His solution is to set -ReliablePort=(some random high # port)
And it works very well. I did this with mine and have had almost no issues since.
Thats who I thought it was but wasn't sure and didnt want to ping him
if anyone need any information feel free to ask
Ping away!! He's online now 😂
Hey @dusty hazel I hope you have a wonderful day and im greatly appreciative of your discovery and assistance 🤝
Thanks i appreciate that !
I second that.
i have now changed the port to 8088. i am currently in the office, but will test it briefly this evening
that not good either it gonna get scanned change for a one in the 45000
Yeah, you should change it to one of the ephemeral ports which starts at 49152
any port under 10000 range is likely to get scan
ok i changed it to a port beyond 60.000. but the port range (512) must only be released if e.g. a 2nd server instance is executed?
In addition, the server is restarted every 3 hours.
hey so I've noticed that I keep getting dropped from the server when using my hover pack, I'm wondering if this is a common issue and if anyone knows a fix.
I run a dedicated server where one player seems to have issues seeing foundations that are built, could it be related to the reliable messaging? And what can I as a server and them as the client change to fix it? This is one player out of 5 that has this issue consistently, even when online by themselves
You could try vpn tunnels.
It works for me, and it has worked for others.
I use Tailscale, but Radmin VPN, Logmein Hamachi, Wireguard, or any other way of setting up a VPN would work.
To effectively fix it, you probably have to NOT forward the messaging port to the internet, and connect all of the clients to the server via VPN.
It’s a heavy-handed fix… but it might work.
Other than that, I guess wait for the devs to come back from vacation and then wait for them to fix their game’s networking problem
Yep, that probably isn't the way I want to go. I'm hoping for a solution like recommendations on something to change the reliablilty port to, and whether or not any changes need to happen on the clients end when I do that, and if I have to open new port on the router
You can try something in the 50000 range… and no change on the client side is needed.
Might help. ¯_(ツ)_/¯
And yes, you do have to open that port to the internet… unless you make a vpn tunnel.
I'm not well researched on the exact details of it, but there is the network quality setting in game. But something tells me it will not fix what you want, but worth having that client set his to low..
Low? Not Ultra?
Well that's what I mean, I dont have the manual or details on what it specifically does .. but to me, I'm used to low meaning dont send much data or the client has a connection that needs less updates etc
Interesting, worth a try. I'm going to try changing the reliability port tonight, but this is something I can mention to the user that they can try in the meantime
I would for example set to ultra on mine because I have a 1 gigabit fiber connection etc..
It wouldn't make sense to set "network quality" to low on a 1 gig fiber connection, so that's the way I am thinking how that setting works
I'll report back after the user tries it and let you know
how to satisfactory delete server
i forgot the password for authentication
and it isnt working at all now
find your ServerSettings.7777.sav file and delete it, change 7777 to your port number for your server. that has the password hashed in it and will reset your server to defaults.
For feedback: As soon as I change port 8888, I can no longer access the server. The server is listed and I can join, but the loading screen then loads indefinitely. I have tried various ports, always with the same result. If I switch back to port 8888, it works again immediately (the port forwarding has of course been adjusted in the router/firewall)
locally hosted or remote?
Are you using docker? If you are, the exposed and internal ports need to be the same
if ur using docker u need to add a line in the environment part to let know the reliable port changed it is like this -SERVERMESSAGINGPORT=xxxx
Hey guys,
I used this string:
[/Script/ReliableMessaging.ReliableMessagingTCPFactory]
PortRangeBegin=8888
PortRangeLength=512
ExternalPortRangeBegin=-1
in my engine.ini file, changed the PortRangeBegin to something above 50k, and then also opened my router TCP port - gave it a range length of 10. Now the game shows up in the server list, but loads forever. What did I miss?
changed it to something above 50k
put the same rate in my TCP port forwarding to my server computer
tyessir
windows or linux ?
windows
Nice 😄
Windows Server 2022
Same network as the client?
yes and no. I connect directly to the public IP via the Internet as well as via a VPN tunnel with a redicted gateway. All traffic is routed through the VPN tunnel and is therefore effectively part of the internal network.
But the problem is the same with both.
I also measured something with tcpdump directly on the firewall (I have a hardware firewall from Securepoint) and with Wireshark on the server. Traffic is already running on port 7777 at the firewall, but no traffic is running on the port I configured as an alternative to 8888 (neither rejected nor allowed. Simply nothing). Only when I reconfigured it to port 8888 did the traffic run normally again and it was possible to join.
how did you change the port?
did you choose a port above 65535?
can you check with netstat if they are actually opened?
-# securepoint? nice, we use those at work :)
I changed the port once in the Engine.ini
(your entry
PortRangeBegin=<I inserted the port here>
PortRangeLength=512
ExternalPortRangeBegin=-1
added), and also entered the parameter
“-ReliablePort=<I inserted the port here>”
in the batch file that starts the game.
With netstat on the Windows server, no connections via the port are visible. Only now the 8888
Yea, we use firewalls at work too 🙂
Oh, darn. I just noticed that I forgot to add the entry “[/Script/ReliableMessaging.ReliableMessagingTCPFactory]” to engine.ini. I'll add it later and test it when I get home.
even if you missed the line for the .ini, the parameter should be enough 🤔
maybe ther is still some kind of firewall inbetween?
Windows Firewall is disabled
In addition to the firewall, there is a standard router that establishes the Internet connection and is used as a telephone system for “emergency telephones.” However, this router has an exposed host port forwarding that points to the firewall.
So there is no double NAT or anything like that.
Hi, if you're running two dedicated server instances on the same computer. Do you need to modify the 8888 port?
Yes, you need to modify the 8888 port. If you're also exposing that port to the internet, it's highly recommended to also change the port to something else (something in the 50000 range) to prevent high cpu usage and reduce desync issues
Only one process can bind to a ip:port per protocol
And you modify with the "PortRangeBegin=8888" ?
Hello, I have an issue using a reverse proxy (nginx) with the game server. If I bypass the rev proxy, the game and server seem to work fine, but when I try to connect through the proxy, I have incessant rollbacks, and duplicate players when reconnecting.
My nginx config is quite simple, I use the stream module to forward 7777 udp and tcp, as well as 8888 tcp. Nothing is open to the internet.
What am I missing ?
can you post your stream config?
duplicate players might happen if the client switches between epic, steam and offline ID
Yes, here is what's in my stream block :
server {
listen 7777;
resolver 10.89.5.1 valid=30s;
set $satisfactory satisfactory:7777;
proxy_pass $satisfactory;
}
server {
listen 7777 udp;
resolver 10.89.5.1 valid=30s;
set $satisfactory satisfactory:7777;
proxy_pass $satisfactory;
}
server {
listen 8888;
resolver 10.89.5.1 valid=30s;
set $satisfactory satisfactory:8888;
proxy_pass $satisfactory;
}
add "reuseport" to udp
listen 7777 udp reuseport;
Thank you , I will try this. Why is this needed though ?
because UDP is a stateless protocol and nginx then handles it correctly
The udp parameter configures a listening socket for working with datagrams (1.9.13). In order to handle packets from the same address and port in the same session, the reuseport parameter should also be specified.
nginx.org/en/docs/stream/ngx_stream_core_module.html
Call for Help – Dedicated Server Issue (Linux)
Any Linux bros running a dedicated server?
I’ve got everything up and running, but when I try to connect, it gets stuck on the loading screen for 15+ minutes and never lets me join.
My question:
Do you think my computer can actually handle hosting a dedicated server?
Specs:
• Intel i7-6700K
• 32GB DDR4 RAM
• M.2 SSD
Any insight or suggestions would be appreciated!
thank you very much !
Something is blocking the new secondary port
I can see when using “top” my FactorySatisfactory is taking up 73% when I try to join and sitting on the leading screen.
What do you mean the new secondary port btw?
does anyone have experience with g-portal servers getting stuck on respawning sequence?
As of 1.1 satisfactory needs three ports. By default:
7777 UDP
7777 TCP
8888 TCP
Infinite loading screen is a symptom of 8888/TCP not working right.
Also the high CPU usage is because of a bug with the new port not handling "trash" traffic well
Ohhhhh is it no longer 15000 and 15777?
That's pre 1.0
Copy copy thank you so much for the info.
How are you running it?
What you mean? How am I running it on Linux or my computer?
I’ll gladly tell you what I did to deploy to my Linux machine. Just send me a DM so we don’t clog up the chat…..
Yes, did you use docker?
Knowing that will help troubleshooting your issue
Oh sorry, I didn't see that your issue was already resolved 😄
Would love to see something like this implemented. Cause I can set my Linux server to restart every 3-4 hrs to avoid issues but it’ll just drop the player without warning.
i am currently logged in as admin on the server and therefore also in the game. can i log out somehow in order to log in as a normal player?
But im more happy to play The game than coding on my free Time 😂😂
I think if you remove the server in the server manager you will be prompt for admin logs again
Just cancel and you are good to go as non-admin I think
difference between "admin" and normal player is just the access to the server settings. ingame there is none
Are you sure? When I was initially logged in as an admin and the others as normal users, they researched something from Tier 1 (I think it was foundations), the research was still displayed as not completed for me. I couldn't build it either and a relog didn't help either. only when I logged in as a normal player could I build it and the completed research was also displayed for me there
..tbf never tested it but there should be no difference
So avoiding issues with 8888 port changing the ReliabilityPort to 43589 can help with cpu usage?
putting it in the ephemeral port range reduces the chance for random scans to hit it, thus reducing the times the bug gets triggered
no true fix, but a valid mitigation
Interesting
Agreed on the term « Mitigation »
anyone have a server that i can join?
thx
Hello, I got a problems when i join a dedicated server.
i got the problem that from the recent update. the loading times takes a really long time.
in single player it is short like always. however to connect with a dedecated server it takes a long time to load.
i can hear the noices in the background like my Xeno-basher. however the screen is still on the loading screen.
also i have already redownloaded the game from steam.
Anything i can try to do to fix this?
yeah, check the setup for port 8888/tcp, or add it if not set up yet
see #patch-notes message
That mean the server haven't open the 8888 TCP port
aha okay. do i need to open that port on server or client side?
Were there any notes about why they decided to add 8888?
I was doing maintenance today and I noticed the server now needs a new port exposed, so that should be good to go, but I was wondering why
Server side
okay. thank you
On the official wiki
Is there any way to find out more about this? I'm getting desperate because I can't change port 8888.
can you start the server with the -ReliablePort=XXXXargument and then check which ports are listening on the server?
why can't u ?
i did not define a new port in the engine.ini, but added the new parameter in the batch. the command to start the server is now “.\FactoryServer.exe -log -unattended -ReliablePort=XXXX”. the traffic still runs via port 8888. if i enter the port directly in the engine.ini, nobody can join anymore. then there is the problem with the infinite loading screen
then ur router rule might be bad
port forwarding is correct. Internet -> Server -> Port XXXX -> DNAT
have u checked if the port is opened witn nmap or dnschecker ?
is it opened to the right ip ?
dnschecker.org/port-scanner.php?
try on this website
look if they are timed out or open
i repeat, please start the server with the argument and then check if it is actually listening on this port
run netstat -abin an elevated cmd/powershell window
or better Get-NetTCPConnection -LocalPort XXXX in powershell
the test runs normally. tcpdump on the firewall also recognizes the traffic and forwards it correctly
sorry i just missed it. no port 8888 is bound. e.g. to be seen here
the port can also be seen in the netstat list as shown below
so the port does not get passed
can you try with reliableport infront og log and unattended?
Unfortunately I can't make it today. I'll test it tomorrow morning and then give you feedback. if it's really because of that, then I'll cry 😄
so, tried .\FactoryServer.exe -log -unattended -ReliablePort=9999 myself and it worked. either your choice of port is to blame or something else interferes
Do custom port flags live in GNU Nano FactoryServer.sh it doesnt have a port in it
"#!/bin/sh
UE_TRUE_SCRIPT_NAME=$(echo "$0" | xargs readlink -f)
UE_PROJECT_ROOT=$(dirname "$UE_TRUE_SCRIPT_NAME")
chmod +x "$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping"
"$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping" FactoryGame "$@""
you pass them to the .sh, not edit them into it
if you need to edit them in, do it into the engine.ini
Ahhhhhh that makes sense
will someothing like this work in Engine.ini?
[/Script/ReliableMessaging.ReliableMessagingTCPFactory]
PortRangeBegin=43589
PortRangeLength=1
ExternalPortRangeBegin=43589
it should yes
in my dedicated server I can see that someone else is in there with the player count (it shows 2) but I have no idea who it is
hmmmm so I am still getting the same error with infinite loading screen on respawn sequence.bat screen and high cpu usage. I updated everything, ports are open for both 8888 and 43589 as a trade off for reliableport. 7777 is open for TCP/UDP. I guess I need to collect my server logs for someone to help me, I am stumped :*(
we can get on a call and we can see together if u need
@dusty hazel Helped me get the server up and running :). Thanks man, now time to reengage to figure out how to get my friends to join on the interenet outside of my internal network.....
I don't understand how I managed to do that emoji (not intentional) ...
dw i didn't saw anything ^^
the script for updating worked btw ?
I think so...
xD
So I got it all working for my friend accessing the server, apparently there was port forwarding in two different places on my router. Now my friend gets the infinite loading screen when he joins but I load in fine. Wonder what that is about….
come again i can maybe help
@dusty hazel In with the save for linking up with my friends. PSA for others that are trying to setup a dedicated-server on Ubuntu. "nano ~/steam/satisfactory/FactoryServer.sh" and paste the settings I have below to fix your friends joining. You are of course more than welcome to change the reliable port.
#!/bin/sh
UE_TRUE_SCRIPT_NAME=$(echo "$0" | xargs readlink -f)
UE_PROJECT_ROOT=$(dirname "$UE_TRUE_SCRIPT_NAME")
chmod +x "$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping"
"$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping" FactoryGame -multihome=192.168.50.100 -Log -unattended -ReliablePort=43589 "$@"
does anyone uses proxmox?
I'm trying to figure out how to run two factory instances on my internal network (nothing on the outside yet). The issue is the 8888 TCP port as both servers listen to that port. I have tried to edit the Engine.ini file with a range of 8889 instead on the second server instance, added as seen below, not sure if it is correct.
[/Script/ReliableMessaging.ReliableMessagingTCPFactory]
PortRangeBegin=8889
PortRangeLength=512
ExternalPortRangeBegin=-1
ReliablePort=8889
I've turned off the host firewall just to get less uncertainties. As I'm connecting from the client locally the router shouldn't need to be configured either. I still don't get it to work. When both are running, the second one get stuck in the infinite loading screen when I try to log in. I have also tried Start parameters on the service directly, but that doesn't change anything. What am I missing/doing wrong?
The secondary port should by default choose the next free port after the default. So if 8888 is taken it should use 8889.
Can you check if it actually binds to 8889?
It doesn't
Can you try with parameter instead of INI?
I have tried it, I get the same result. I've tried to force the change, but no luck
Also, do you try to run the same binary or do you have a second installation?
Second installation
So, me and my friend have started playing again the past few days, I noticed that my UNRAID server was pulling..... like 150 extra watts than normal, it's Satisfactory's Docker Container, I added the 8888 port when we started playing again but..... This is a very power hungry server, if there anytihng i can do to keep the Docker from exploding like that? before we decided to wipe the saves we had and start over it was legit not pulling anything over what it did for almost a year running in the background.
looking around, it looks to be a known issue?
I finished my script @grizzled condor ! I will try it today, if the executions goes well, i will share it 🙂
Btw i'm asking if its okay to share a python script in here ? <@&387163995947270144> (sorry for ping 🥲 )
(I'm not sure, but i can make a link to download it so if you want it too, send DM)
The script contacts the dedicated server api and checks first for connection, then checks the time of the scheduled restart, if it has been done already, it increases the value by 3 hours so the server will restart in another 3 hours. I put the script in crontab to execute every hour oclock !
Strong adavantge of this method : The player is prompted 1h/30m/10m/1min before restart 😍
That's awesome! Let me know how it goes.
You can DM it to me if that works 🙂 thank you!
For now, not much to say, next restart scheduled at 2pm, i'll see then. Maybe i'll wait 2-3 execs ans give you feedback 🙂
Sounds great!
is there any specific dedicated server tutorials out there?
dont want to do anything wrong lol
See pins
I found this on the web (i lied i made this lol) :
https://github.com/ronanly56/satisfactory_dedicated_server_utils
Might be usefull for you guys 🙂
It works just fine on my server
@grizzled condor 😉
Awesome! Thank you
You're welcome !
Change your Reliableport to 45000 or something else other than 8888. Fixed my high CPU usage
i left it running on 55555 for like 12h and it went up to 50% cpu usage (not too bad and it was manageable) gonna try to get ronanly's script running to restart it every few hours
Weird mine restarts every 24hours and its basically sitting idle unless someone is playing on the server
well no one played on it the 12h and it went up ( i dont have auto pause on tho)
The server returns to idle once they leave, I do have auto pause turned on
well that might explain the difference
Yeah
no - Autopause corrupted my save once
One month not playing, got back and had the permanent loading screen bug
Never went trought, had to restart a new game 🥲
That sucks
like was it off or on?
Always on w trains/trucks etc
well im not gonna leave it running a whole month lol
and i do backups every now and then
I've been manually backing up my whole server every few days so hopefully doesn't happen but if it does I'll have a recent backup
Yeah haha I have everything in a single folder on the desktop on a VM so it doesn't take much effort to drag and drop it to my NAS
Yeah but you will forget it for a while and of course, that's when you'll need it 🥲 been trought this at work
Yeah that would suck, idk how to automate that though
if i have trouble installing ur restart script can i dm u?
Id rather not cause you need to know what you are doing 🤣 but yes
how did you change the 8888 port?
well its just an "if" haha i will try later
Make a .bat file with FactoryServer.exe -Port=7777 -ReliablePort=45000 -log -unattended
I've been working on a few simple .bat scripts ( for myself ) but could post them if people want them. The names are pretty self explanatory of what they do
Your on windows, why not use a manager that does all this for you xD
What manager? Didn't know they existed
Im currently using Haruhost for satisfactory, is a very simple one but seen others out there with more options
Oh i've seen that before, honestly using .bat scripts are easier lol
All I gotta do now is just click one of the bat scripts and it does the rest now lol
Yeah now you got them made, but for someone that dont, installing a manager is much easier and quicker
For sure
Hey maybe changing the reliable port would lower ur watt consumption if u need help to do so with docker i can assist u
So, I am running the server out of docker and after updating yesterday I had this weird thing happen where it looks like activity spiked without any players. Has anyone had this happen before?
Most likely it's due to the reliable port being 8888. Need to change it to something else like 45000 or some random high port
logs and compose
[2025.07.24-16.34.43:242][219]LogReliableMessaging: Error: Received an invalid message type. Disconnecting.
[2025.07.24-16.34.43:272][219]LogReliableMessaging: Incoming TCP connection broken before it could be established.
[2025.07.24-16.34.43:347][222]LogReliableMessaging: Error: Received an invalid message type. Disconnecting.
[2025.07.24-16.34.43:373][222]LogReliableMessaging: Incoming TCP connection broken before it could be established.
[2025.07.24-16.34.44:261][249]LogReliableMessaging: Error: Received an invalid message type. Disconnecting.
Definitely the boy
Is this the environment variable I should change?
SERVERMESSAGINGPORT 8888
Nice, that worked great
I've had an issue recently with my friend joining a dedicated server. I'm able to connect to it just fine, but when they try to connect, it loads them into the server, but they are stuck on the loading screen. Their avatar is online in the world, they just can't fully load into the game. Does anyone know why this might be happening? We took a break so it might be a 1.1 issue I just don't know about.
And if this belongs in questions and help, I'll move it there
Same issue here
Based on what I'd been reading, it sounds like your friend is not able to connect to port 8888. I think since they're remote, you'd want to make sure you also have a port forwarding rule set up on your gateway to make sure that 7777 -> to server, and also 8888 -> to server
That's what it was for me. Unfortunately the documentsation on that port even being used is next to nothing unless you read update notes on here
it's a recent change, and chatGPT will give more weight to the 5 years previous info, which is all wrong now
Swapping out SERVERMESSAGINGPORT for 45500 dropped my CPU consumption to near-nothing and my temps by 30C 🎉
Thank you @fast sable
Thats good! Credit should go to @dusty hazel, he helped me figure it out a few days ago
Hello, i got an update from the server owner
he is unable to open port 8888 is there any other options we can try to fix this?
Why are they unable to open the port? You need to port forward if you want the server to be accessible from the outside of your network. Also change the Reliable port from 8888 to somthing else. Scroll up a bit people are asking almost daily about high cpu usage and the fix is to change the Reliable port.
it is a dedicated server rented from a diffrent company. the only things that i know are that the joining port ends with 25555
then they jsut have to open a random port and start the server with argument with -ReliablePort=xxxxx
What to put on XXXX?
the port they opened
So would that be 8888
u said they can't open 8888 so they have to open a port they can like 35420 and put -ReliablePort=35420
aha okay thank you for that little extra information 🙂
Where does he need to add that command?
in a file or in the console?
console when you run the .sh or .sexe
You can also add it in The engine.ini file but you need special header
do you know how to write that? including the header?
PortRangeBegin=xxxx
PortRangeLength=1
ExternalPortRangeBegin=xxxx```
Cant send an official wiki link here so I dm’ed you
thank you 🙂
And you can add Port and ReliablePort options right below What @dusty hazel Sent
And to everyone who missed it, increasing tickrate from 30 to 60 also helped with performance
or if it's windows server just make a .bat file with this FactoryGame.exe -ReliablePort=xxxx -log -unattended
What port lenght is adviced? just 1?
depends on how many servers you want to host on the same machine
if the inital port is blocked it tries the next PortRangeLength ports until it finds a free one. if not it'll give up
what are some ports we can try?
pffff what is the range? from 1024-49151? or is the range: any
official free port range is 1025 - 65535. recommended is 49152 - 65535
if u put 1 it only gonna look if the port 45240 is open and stop if u put 512 it will look for for 512 port after 45240
so a bigger PortRangeLength would in this case be handy to find an open port?
irrelevant if u only have one server
yeah it is indeed just one server
then let it as 1
hm, i guess if you go into the ephermal port range a 1 might just run into problems. leave it at 512 i guess
oh he sais that he can only request a port and that the hosting server then gives us a port.
then use whatever port the hoster assigns, it should be free in that case
okay we will try
U need to open port 8888 TCP i don't know if someone already told u
Same as i just wrote
I think someone did, I'll test it out later and come back if the issue remains.
Does it need to be specifically TCP, or can I set it to both?
I did this the other day and it did help! Also I turned off logging altogether and noticed a slight change
I'd add : if ayou know your server can take it. And if you are not sure, maybe don't do it 🤣
I'm using my own box but its a VM with 12 cores and 32G ram.
mine is a vps 16GO ram not sure about which vCPU but its fine 🤣
The only difference I saw at 60 was a slight increase in CPU usage
Yeah slight increase but i do see a lot more constistency. No more crazy spikes since
(before the 4h uptime threshold lol)
Have you found a solution to the desync issue?
Running into invisible railings and all that?
Changing ports from default, increasing tickrate to 60 and setup restarts every 3h definitly fixed it (ficsed'it lol)
no more desync, no more lag spikes
definitely my best experience on satisfactory dedicated servers so far
Dev should look into it after vacations
OK I'll have to implement that code you wrote earlier.
Yeah definitely
I did manual restarts everytime i joined before writing the script, it helped so now with the script it's even better
hummmm i don't remember those type if desyncs
Mainly its when youre building something and other players can't see it unless they log off and back on
Doesn't happen a ton but it does happen
it was always rollbacks or buildables that were placed and disapeared but i never collided w them
didn't see it
maybe i'm lucky
Probably 😆
Or maybe poor connection from your friend or long distances between both of you
I have wrote this in the Engine.ini file
[/Script/ReliableMessaging.ReliableMessagingTCPFactory]
PortRangeBegin=25512
PortRangeLength=512
ExternalPortRangeBegin=25512
stil not working
however i also get this eroor message:
[2025.07.24-19.56.12:892][749]LogGame: Error: RegisterPlayerWithSession: Failed- UniqueId.IsValid(): true, IsV2(): true, IsOnline: false
is the port opened ?
I'm using Dathost.net and they're really good. They've been trying to help any way they can, but are also unsure what to do about desync until devs push something out. They did say that if I figure something out to let em know and they'll do what they can from their end.
Curent open ports are: 25555, 3669, 25525, 25526 and 25512 but still safe result
ask them to change the reliable port for something high like in the 50000
then make the server start with this FactoryGame.exe -ReliablePort=xxxx -log -unattended
if it's windows ofc
its linux
then do a .sh script
I believe it's Linux. I'll send screenshots of what it looks like once I'm home. They mentioned I'd put reliableport in the engine ini since I do have access to the file manager
UE_TRUE_SCRIPT_NAME=$(echo "$0"|xargs readlink -f)
UE_PROJECT_ROOT=$(dirname "$UE_TRUE_SCRIPT_NAME")
chmod +x "$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping"
"$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping" FactoryGame -ReliablePort=xxxx "$@"```
ask them to change the port and change it in the ini too or start the server with the script i put
i am new to linux.... so can you please give some more information on where to write it?
Which script? Also is that stuff I should do within the file manager? Because if it can all be done within the file manager I should be able to even do it myself
u can't open a new port urself so they have to make the first change
in the server folder
and then make a new file <name>.sh?
yes u do like
nano start_server.sh
any recomentions on where to place it?
put the thing i gave u and then start it with
./start_server
in the server folder
should be like /user/satisfactory
Ohh okay gotcha. Which script were you talking about also? If you could possibly outline all that needs to be done that'd be awesome so I can just forward it all to them
UE_TRUE_SCRIPT_NAME=$(echo "$0"|xargs readlink -f)
UE_PROJECT_ROOT=$(dirname "$UE_TRUE_SCRIPT_NAME")
chmod +x "$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping"
"$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping" FactoryGame -ReliablePort=xxxx "$@"```
With changing the xxxx for the port
u go to server folder
do
nano start_server.sh
paste the script
do chmod +x start_server.sh
then start it with
./start_server.sh
maybe a stupid question but how to do the chmod +x start_server.sh?
do i need to write that in the console or in a diffrent file?
copy the line and press enter
where /genq
when i write both in the console i get nothing back.
yeah then u can't add files
oh already made the file in filemanager
So now i made the file. i can start the server?
try with ./start_server.sh
When i write that in the console i get no response (no message)
so the console only show and can't accept commands
on the panel u should have something like setup or idk
i think it can't recieve anycomment when it is offline
yes it's the server console not the machine console
if i need to acses the machine console. then i have no clue how to do that.
look for a starting line or setup on ur panel
i think that that would be Engine.ini
it has a headerwith [core.System] (i hope it use the right name)
not in the files but on ur panel i assume ur paying a host right ?
and this is for linux? and these steps would all be after the port that is to become the reliable port is opened?
although i have found a file with startup flags (-port=12183 -serverqueryport =12839 -Beaconport = 6438) and server name,
do i need to add the new port there with a spific name?
yes
yes theses startup flag should be changed -serverqueryport =12839 -Beaciboirt = 6438 are no longer used
and -ReliablePort=xxxx must be added
i think only ur host can changed this
in a .sh you can comment with #
also just for reference, this is what the file manager looks like
I don't think that i can remove the -port as that is the port we fill in satisfactory in manage server to join the server
u don't need to remove -port only -serverqueryport =12839 -Beaciboirt = 6438
ty so much for the help btw!
still not working
so i am going to bed. good night everyone and thank you for your help 🙂
i think only ur host can change the start flags
Who knows. Tommarow is another day to try xD
Nitrado Server Issues - Help Needed
Hey everyone,
I'm having some issues with my Nitrado server, and I could really use some help. The main problems I'm facing are:
Team Update Issues - There's a problem with achievements in the team update. It seems like they aren’t syncing properly or there’s an error when trying to update them.
Server Unreachable - The server is not accessible at the moment. I’ve tried restarting it, but it’s still not working.
The server version is: 2709063168.
Has anyone else faced similar problems? Any ideas on what might be causing this, or how to fix it?
Thanks in advance!
Dedicated server Issue
If i start the server it opens the console but nothing more, i cannot connect to it and i get these errors how can i fix them
[2025.07.24-21.19.40:367][ 0]LogOnlineSchema: Error: Invalid schema category lobby: Service descriptor id lobby not found.
LogOnlineServices: Error: [FLobbiesCommon::Initialize] Failed to initialize schema registry
[2025.07.24-21.19.40:367][ 0]LogOnlineSchema: Error: Invalid schema category lobbymember: Service descriptor id lobbymember not found.
LogOnlineIntegration: Error: Failed to get connectivity interface for 'NULL' online backend
[2025.07.24-21.19.40:367][ 0]LogOnlineServices: Error: [FLobbiesCommon::Initialize] Failed to initialize schema registry
[2025.07.24-21.19.40:367][ 0]LogOnlineIntegration: Error: Failed to get connectivity interface for 'NULL' online backend
R u using steamcmd
Does it show idle or anything for the status on server manager?
Anyone experiencing increasing cpu usage over time? Tends to lag the server and requires a restart.
Need to change port 8888 to something higher in the 50k+ range
When i connect over my ddns the game stops syncing foundations and other buldables correctly and they just appear as floating blueprints
Wym? Like change port 8888 to like 50483 or
yeah change the reliable port and u gonna notice the change
Will do thanks!
do a bat file or bash script to pass the arguments
I am using pterodactyl, here is my start up command.
./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -Port=8888 -ServerQueryPort=15777 -BeaconPort=15000 -multihome=0.0.0.0 $(if false; then echo "-DisableSeasonalEvents"; fi)
What should I change?
./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -Port=8888 -ReliablePort=xxxxx -multihome=0.0.0.0 $(if false; then echo "-DisableSeasonalEvents"; fi)
change xxxx for ur port
-ServerQueryPort=15777 -BeaconPort=15000
are not longer use
d
Ok, thank you again
This can be anything?
What would users enter when they add my server to their server manager
As per the port
yeah but don't forget to open it on ur router as well
the same as usual
changing the reliable port doesn't affect the normal port
Oh, kinda what I was thinking.
default is 7777 i see u put 8888 in ur start up command
I think multihome is also not needed. I had issues if I used multihome. Since v1.1 I remember reading something about it not being needed
mutlihome is uselful if u have multiple server running on the same machine but yeah here it's not needed but not harmful
Should I change this to a +50k port to avoid future problems with CPU usage?
Or just wait until I experience that problem before I change it?
Just change it.
Is there a file path to change it, or do I need to do it from the server manager in game?
Hey guys, Im having real issues while place foundations in my dedicated server. Does anyone else has any hints about this?
Seems to be like a desync bug, the foundations are basically blue when I place and does not have physics at all
Server hosted in a linux VPS custom, 12gb ram
Hey can u check cpu usage ?
Hello are u self hosting or paying one ?
I'll spent some time tracking that. But what exactly do I look for? Cpu peaks? And how can I fix if that is the case?
Self hosting
cpu peaks and staying high until reboot quick fix is to change the reliable port for a high random one like in the 47000
Windows or linux ?
Windows
open a new port on ur router something in the 45000 range TCP rule and make a .bat where the FactoryServer.exe is and put this inside ```FactoryGame.exe -ReliablePort=xxxx -log -unattended
with the xxxx being ur new ports
Is the whole dedicated problem actually marked as a bug so that we can hope for a patch?
don't think so
There is a high number of forums pages on q&a i think they know about those problems. But i think no fix is coming soon
Priority was on QOL rn and major bug fixes
Dedicated server had love for 1.0 i think we might have to wait a little more
i'm trying to make a dedicated server but nothing works for me, can someone send me a good toturial on how to do it or explain to me?
Check the pinned messages 😉
I have a dedicated server running on the latest Version. I play with my friend. I have no issues while connected over the local IP but when i connect over my public IP and play a couple minutes it seems to have issues synchronizing with a few things happening ingame.
I never get the milestones when they are done. Sometimes foundations are not shown and trees do not disappear visually after i cut them. But the server recognizes the action (I can bug through the trees after i cut them or bug around in the air where the foundation should be.)
A reconnect fixes things.
How do I troubleshoot this?
i had to call in the big guns lol but i just finally got mine running haven't had a chance to experiment with it yet was needi9ng to learn that first
whats the best server hoster because the nitrado servers are laggy
Check ram and CPU usage. Look at your network connection and internet as a possibility it isn't running great. Change to nonstandard ports for the game server and all of it other associated ports.
i use ping players for my non self hosted
and they are only 20 for 3 months 6 platyers never had an issue avg 40ms ping
- I dont think its the CPU/RAM, utilisation seems fine and i already tried on my Desktop with a ryzen 9 5900x with the same result
- Btop says the server is uploading like 300-900 kbit/s which my internet should handle fine. Is there another way i can test this?
- I could try changing the ports later but how would that help? (just courious)
Thanks for the help btw
The standard ReliableMessaging port that the server uses (8888) gets hit a lot by bots that port scan IPs and when your gets hit your CPU usage will spike and most often stay high. Changing to a nonstandard port like 63000 or something will make this a lot less likely.
I run the game server on high port numbers and I shut off logging since I don't need it really. Also restarting the server every few hours helps.
https://github.com/ronanly56/satisfactory_dedicated_server_utils/tree/main
when i look in the logs i get this message:
[2025.07.25-15.40.48:847][ 0]LogReliableMessaging: Server streaming socket bound to port 0
[2025.07.25-15.40.48:847][ 0]LogReliableMessaging: No port remapping specified. Clients will attempt to connect to the bound port as is.
how to change the streaming socket bound port? anything i missed from yesterday
should this run the Factoryserver.exe file or will I have to launch it separately?
Also, will I need to run it every time I try to start up the server?
How do you shut off logging?
Paste in your engine.INI
[Core.System]
+Suppress=Scriptwarning
+Suppress=Error
+Suppress=Scriptlog
+Suppress=Warning
[Core.Log]
LogPluginManager=all off
LogOnlineIdentity=all off
LogOnlineSession=all off
LogMemory=all off
LogPakFile=all off
LogTemp=all off
LogLinker=all off
LogOnline=all off
LogOnlineGame=all off
LogAnalytics=all off
LogConfig=all off
LogInteractiveProcess=all off
LogInput=all off
LogOnlineEntitlement=all off
LogOnlineEvents=all off
LogOnlineFriend=all off
LogOnlinePresence=all off
LogOnlineTitleFile=all off
LogOnlineUser=all off
Global=off
Currently getting stuck on this loading screen. I run my dedicated server on a separate machine. Should I restart the server and try again or is there a bigger issue?
not frozen, but infinite loading
When stuck on loading screen, usually represents that your unable to reach the secondary port that defaults to 8888, was a new port that was added in 1.1
hmmm ok. Does that have to be setup in the router/network firewall settings?
Similar to how 7777 is setup?
yep
if you scroll up a bit you can read the effects of what happens when that secondary port is available publicly, short version gets scanned and cpu usage can go sky high causing issues. so if publicly available a reduction in scans can be done by making that port a high port number
I don't know with who I should contact to find out what the crypto policy is at Satisfactory? Are Play 2 Earn servers allowed?
Unfortunately I can't find any information regarding this topic.
That worked like a charm! Thanks! For the secondary port, should I have set it up differently than 7777 to save cpu usage?
is the server available on the internet or just locally for you?
Sounds reasonable, can you tell me how to change this port or where i find the documentation?
internet
then you will probably will want to use the -ReliablePort=8888 startup flag and change it to a high port number to reduce risk of scanning
got it!
I've been reading through the previous messages and I am not the most savvy with adjusting the ports. I understand that I have to use the startup flag but how do i enable that?
You tag that onto the end of the line of script that starts the server
So I just double click the .exe file and it launches everything
Make a shortcut to the exe, and add arguments in the property sheet for it
In the "target" box
The documentation is limited. But just like the other options you can just use -ReliablePort=45186
something like this?
I use Linux but yea that seems right. Just need to open that port on your router if you are fwding it to the internet
cool, i have it setup on my router, will using 50000 cause any issues? should I make it a more random number?
if it still gets the high CPU hits, may want to randomise it
Clients still use the 7777 to connect, the server lets them know the other port
ok got it. Hopefully last set of questions. Do I need to remove the 8888 port forwarding rules on my firewall and router? Do I need to add the rules to my firewall for the 50k port?
removing 8888 is probably not a bad idea. Close any holes not in use. The new hole needs a new rule
awesome, gonna let it rip and see what happens
alright, I was able to load in. SO far so good, I will keep an eye on cpu usage on the server machine. Thanks all for the help!
yes
hi guys does anýbody know the best network quality settings for a modded server
3 things,
- Should the bat file run the exe or do I still need to run it myself?
- Do I need to run the bat every time I start up the server?
- Should the bat say "FactoryServer" instead of "FactoryGame" because that's what the exe file is called?
Change FactoryGame for FactoryServer
Put the .bat in the same folder as FactoryServer.exe
Instead of launching it via .exe simply run the .bat
The .bat will run the exe with the argument u put inside it is like pressing the .exe and addind some options
Can use the Same variable in Docker to change the Port ?
Is there anything I need to bear in mind when creating blueprints on a dedicated server? I want to save a blueprint, but it doesn't appear in the blueprint book after saving. Only the new category I created appears.
Circling back to this, the issue still reoccurs, just much less frequently, so it's less likely to stack. I'm still seeing long periods where my CPU usage will jump up into the teens for hours at a time, but it's staying well under 20%. Wouldn't really concern me much if the server itself wasn't a mini-PC I keep in a cabinet.
Also, I can connect to the server just fine but I can't join the game, so I am guessing I'm still missing proper config.
environment:
- MAXPLAYERS=4
- PGID=1000
- PUID=1000
- ROOTLESS=false
- STEAMBETA=false
- DISABLESEASONALEVENTS=false
- SERVERMESSAGINGPORT=45500 # Arbitrarily large port number to avoid chatter taking up CPU usage
mem_reservation: 4G
mem_limit: 20G
ports:
- "7777:7777/udp"
- "7777:7777/tcp"
- "8888:45500/tcp"
The last Line
U put 8888:45500
It must be 45500:45000
Variable for docker has to be in Environments and is
-SERVERMESSAGINGPORT=xxxx
I thought that since the compose file is host_port:container_port that I'd want to expose my host's 8888 to the container's 45500?
U ask the server to look for 45500 with the variable SERVERMESSAGINGPORT
If u tell him 8888:45000 afterward he will not understand
And open completly 45500 on ur router
Thats why u still see spikes too
The exposed port is still 8888 on ur router
Okay, this makes sense, so it's going from:
router -> gateway -> server -> container
8888 8888 8888 45500
yeah so open it on ur router to make
router -> gateway -> server -> container
45500 45500 45500 45500
and spikes will dissapear
don't forget to change this line
- "8888:45500/tcp"
to - "45500:45500/tcp"
with -
I see, is there some sort of configuration info that passes across 7777? I thought the game would still try to connect over port 8888, but it makes sense that if it connects and passes config info (eg, "reliablemessaging is on port 45500") then the game would never be able to properly connect
mmh not sure if i understand the question but the client only needs 7777 as base port then the server pass the reliable port without the client needing it
Okay okay, so the server passes the reliable port to the client, and then the client tries to connect to that, but because I am passing 45500 to the client but exposing 8888, I'm getting hung up
That makes sense
yup
Yeah, the server tells the client on which port the reliable connection is handled. So it must know the external port.
If you do some kind of remapping I between you can tell it with the ExternalReliablePort parameter.
ih ad this happen ended up having to port forward 777 888 steams and 15777 as well as 15000
after that every thing ran smooth
Sheesh. After setting up a 50000+ port everything has seemed fine
yeah the ports were a dick for me to get through
u don't need 15777 15000 anymore
they were used before update 8
im not sure which one worked i opend all at the same time then checked so yeah lmao
thank you for the knolage it is aprrciated
no problems u only need 7777 and 8888 from now
Got it, got it. I assumed that they wouldn't exchange config info, so I assumed the client would always talk to reliablemessaging at 8888
Anyone that may know where this could come from.? "Command Line: -Port=25555 -ReliablePort=0 -ServerQueryPort=0 -BeaconPort=0 -log -unattended" i see this in the start up log from the server.
-ReliablePort=0 -ServerQueryPort=0 -BeaconPort=0
why are these 0 ? btw thoses
-ServerQueryPort=0 -BeaconPort=0
aren't needed anymore
either the .bat u start the server with
or launching argument in the exe properties
i dont know eather xD
second hurdle.... i don't see any .bat or .exe file. i only see .sh & .so & .log & .debug & .ini files
okay
was there also something with a [/Script/ReliableMessaging.ReliableMessagingTCPFactory]? or am i looking the wrong file?
[/Script/ReliableMessaging.ReliableMessagingTCPFactory]
PortRangeBegin=25525
PortRangeLength=512
that should be in Engine.ini but there is some lines missing
what does ur .sh looks like ?
got this one
#!/bin/sh
UE_TRUE_SCRIPT_NAME=$(echo "$0" | xargs readlink -BeaconPort=3669 -ServerQueryPort=25512 -f)
UE_PROJECT_ROOT=$(dirname "$UE_TRUE_SCRIPT_NAME")
chmod +x "$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping"
"$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping" FactoryGame "$@"
But no clue if it readirects to that
UE_TRUE_SCRIPT_NAME=$(readlink -f "$0")
UE_PROJECT_ROOT=$(dirname "$UE_TRUE_SCRIPT_NAME")
chmod +x "$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping"
"$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping" FactoryGame -log -unattended -ReliablePort=25525 "$@"
use this one
can you please give some more information on where to use it? like create a new file, replace somethings or add it.
put it at the root of ur server folder do
nano server_start.sh
copy paste what i gave u
do
chmod +x server_start.sh
then when u wanna start ur server u do
./server_start.sh
I created a file.
i copy and pasted everything in it.
and gave it a name
yeah i coppied it. just don't really know where to put the
chmod +x server_start.sh
/server_start.sh
we use a host provider.
and we got startup flag so maybe there
chmod +x server_start.sh is a command to make the file executable
./server_start.sh with the. don't forget it is to execute it and so start the server
what is written is startup flag ? can u screen it ?
i have added the startupcommands
can u put FactoryServer -log -unattended -ReliablePort=25525 instead of "/server_start.sh"
does anyone know why in 'game servers' i can add the server, authenticate, and create game / session, but after 5-10 seconds it says the server appears to be offline
look if the save folder is well configured maybe the server tries to save it somewhere wrong and makes it crashes
huge advice i will check ty
does it need to have the " or not?
try without it start ur server the normal way and check if it works
without the " it doesn't even start and with the " it doesn't work
? how do you mean that? its on a host server
i know give me the ip u use to connect in game
oh
Is the CPU usage bug and building bug for multiplayer fixed yet?
there is workaround but no fixes for now
Hey i want to connect to my server through wireguard, pinging the mashine works and my mc server works too. Is there something that i need to add to my config? (running on linux)
I am currently trying to update the server, does your download also get stuck at a specific Progress
Is wireguard and the game server on the same machine? Do you allow your wireguard subnet to connected to your local network or only go out to the internet? What are you firewall policies doing? Are you trying to connect from inside or outside of your network the server(s) are located on?
Wireguard and the server are on the same mashine
im connecting from outside of my homenetwork
i have iptables bridge the wg interface to a network bridge
the mc server is on the same mashine as well btw
Minecraft? What does that have to do with it.
There is nothing special you need to do. If you're able to connect other things through the VPN then it should be working. Can you connect to it while you're home? As in not though the vpn
Where are server settings saved on the client side? Shouldn't that be in GameUserSettings.ini? After I Add a server (from my client system), I look in GameUserSettings.ini and it's not in there. Where else to look?
The server settings themselves are stored in the install directory of the server machine.
As admin, you should have a serversetting.port.sav in with your local saves
but that cant be read or edited in notepad at least
I'm not looking for settings on the server, but the client. Each player on their own client enters the server IP when they "Add Server", and I am wondering where that is stored on their client (because each players client will remember these settings, its clearly stored)
because the mc server is also running on the same server and is working perfectly fine through the VPN
yes i can connect to the server when im home and i can also through all other services on the server when im using the vpn
its only satisfactory that isnt working
Are you using the multihome argument in the startup command?
Anyone experiencing a total client freeze when connecting to a dedicated server? (other clients connect fine, server config is fine, no errors in server log)
no, what does this do?
Good. You don't need it
Is the IP subnet of your other game server the same as the subnet of the SF server?
So. You connect to VPN and MC server is 192.168.1.15 and your SF server is 192.168.1.18
OK so same IP just different ports. So you're not virtualizing
nope plain debian
no i already turned it off for testing
What port are you running the SF server on?
standart ports but i already tried changing it
Ok. When you join your MC server does it say that you are joining as a client from 127.0.0.1?
Even after change the port to 47082 my vps still is with 100% of cpu usage. Does anyone have any other idea?
Im using linux so I've changed my exec line e my service config file to:
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh -ReliablePort=47082 -log -unattended
I've usually runs many game servers with this vps config and they use 50% of the cpu in the peak. Does this FactoryServer really use that much cpu?? I dont think I need to upgrade my vps to run that, seems to be a intern service problem for the server
Minecraft, vintagestory, project zomboid, palworld...
When you're on Linux the "-unattended" is by default.
Sf uses a lot of CPU yes. A VPS unless your really paying for it is not advised.
Im paying for my vps. And usually I dont get it any problems with the cpu in this vps (6 cores btw, but apparently the problem seems to be the real power per core, right?)
I've even run like 3 multiple valheim servers at the same time on that
What is advised?
Using your own computer or having a separate computer you use as a server
VPSs to have multicore multigig ram and storage get expensive quickly
Damn, but Im really paying for that vps, it's not possible that this game server cannot run with a recently created save. Are you sure that is not any other problem?
Just as an example. Im using a virtual server at home with 16 cores and 32GB of ram. When I start it up without players its using 4.2GB of ram. Once players join the CPU usage goes up quite a bit. Usage spread across all core highest being around 45% and lowest around 5% and everything in between.
Wow. It's really heavy so. I've tried nitrado here just to test it with recommended plan for satisfactory and Im still gotting those problems to play. Cant place items, foundations and things like that
I think I will need to host on my own PC really... Or pay a lot of money for a 24-7 host or buy a private server
hey so iv got a buddy trying to join the server i play on, and for the life of me we cant figure out why the server info that worked for me, doesnt work for them, so my question is, when you add a server IP/port does that save locally like on game files such as a text file where i could find it and copy paste it to them?
any help on this would be greatly appreciated
Start with your own PC. I used nitrado also and it wasn't good.
I didn't have a ton of problems just was noticeably slow lag wise.
How did you join? By IP or hostname?
If he can't join then its a him problem. There should be no reason unless its your server hosted inside yournetwork
I have an old pc doing nothing in my room. I think it's time to convert this guy in my private server.
Might as well. What are it's specs?
I5 9400f
16 gb de ram
Yea should be plenty.
I hope it can handles the sf server
What linux distro do you recommend to those private servers?
Any suggestions?
I like Ubuntu just because its just easy to spin up and install steam/sf.
Btw, I have CubeCoders AMP license. It's really time to make a private server and use that panel
Debian is great too but requires more setup.
Good to know, ty!
Literally installed and updated within minutes.
But really any linux distro will work virtually the same.
have the dedi server sync issues been resolved lately? Or should i still be using the vpn tunnel
could use your VPS as a proxy/tunnel to your home network. All public traffic just see's your VPS. but your VPS can route the game traffic via a VPN/Tunnel like wireguard to your home network where you have the actual server running. Only port you'd need to expose to the outside on your router would be the port used for the VPN/Tunnel.
Can anyone help me with my dedicated server? I'm using the Epic Games Dedicated Server tool, it was working fine a few months ago, after not playing for awhile I have been trying to go back in after booting the server up again but it keeps getting stuck on a loading screen once the game has loaded, I can hear things happening and working.
how do my friends join my dedi server?