#dedicated-servers
1 messages Ā· Page 147 of 1
smh it's so old th eprocessor won't even show on the benchmark website, might not be strong enough hahah
whaaats the processor?
yeah
Intel Core i5 520M
It's a HP probook 6550b, even has a win7 sticker with code on it lmao
Trie dupgrading hte ram to 8gb but that gave me issues for some reason
Ah found it, just don't see single core performance
There's only 2, so it's probably not high š
hm, it's half the speed of the recommended CPU, so probably not going to work
You can always check #1201555265942724758 and see if anyone has a public server you can hop in and play.
Thanks, I have looked around there for a bit, I was just curious how it would work to host one myself, I might join someone else's if I see one that seems interesting
I do have another laptop still, but I would have to undervolt the CPU to stop the overheating, that would probably be a good enough laptop, just needs some love
It's 15+ years old and a mobile (low power) variant, so yeah not very good performance
Hey guys, my friend and I are trying to set up a dedicated server. Our problem is the port forwarding:
For some reason (something to do with DSLite) my friend canāt forward the same port for different protocols, which is a problem with satisfactory which seems to require UDP and TCP on the same port.
Is there any way to circumvent the need to have both protocols on the same port?
you could set up a VPN then. they only require a single port to tunnel traffic
if your router is supported, you could try installing openwrt on it
I wana make the next space elevator parts and i dont wana bother making a big building and just a flat foundation
How can i make that foundation look better
Wrong chat f
Found the issue!
I should be kicked in the nuts for being 50 shades of retarded.
It was a mod⦠I brought the save game into single player and figured it out.
Appreciate the assist!!
Just remember that's the ai taking over jobs in the future..
Does anybody have a fix for the desync issue when running a dedicated server? Users canāt see foundations or research unlocks
Lordy lord haha
lol yeah took me a bit to figure it out
I knew it couldnāt be network related⦠so started removing a mod at a time
Funny enough I have played this game since way way early access update 1 or whatever they called it, and before, and I never once even tried a mod
My first two play thrus were without mods
How I can make a dedicated server on my own pc
I dont want to buy a server or something like that
!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...
Iām running my server on an AMD FX 8120, in a docker container limited to half of the fake ācoresā on that processor. It is about the same age as your processor, if slightly higher spec on paper (maybe not IRL, as this was the time of AMD looking good on paper, but not actually performing as well)⦠and itās doing fine for running a server for 2 people in mid-game so far.
Nice one, I also have the issue of having only 2GB of RAM though, I've tried upgrading to 8GB, since this processor should be able to handle that, according to the manual on intels website anyway. Checking all the specs and making sure it was the right speed etc. But it did not work in the end somehow. I have a newer model ASUS laptop, which would probably be better suited once I fix heating issues.
Got a question, i have server installed and its running i can fidn my game but it just sits on loading all day
any ideas how to fix
what ports is it using?
Custom
I have had it working exact setup for over a year. Now it just quit letting me join
Sounds like the reliable port issue added with 1.1
Ok is there a line i add id i dont wanna use 8888
can you help with this?
server on linux ?
either your client or server machine has wrong set time
you can do timedatectl on Linux machines to check
and if the time in not synch u can do sudo timedatectl set-ntp true
windows server 2019
current utc is 9:24
time is right
how did you check ?
date and tiem on windows
you need to check the server
it's at 9:32 utc currently ?
432
you're in gmt -5 ?
(UTC-06:00) Central Time (US & Canada)
it's 1h off ?
we have daylight saving time here
ok then check your client machine
both are the same
you connect using local host address ?
im using my server external address
what can i change
that's default but should be set for current time
yeah but if the date wasn't synch when he signed it the cert can be bad
on same machine use your machine ip or local host otherwise it may trigger issues
So it's not same
^
i ahd it runnign up till 1.1 and now i added the port change and i get this
you may have mixed it then
i got my ports open on tcp and udp
but i dont use the default 7777 im usign another
even with the 7777 i tried and get same thing
do i need to put this fingerprint somewhere
it's only provided for verification
you could save and recheck later for instance
it's security standards
if you are connecting to local server it should be fine anyway
make sure you didn't mix reliable port and main port
server and my pc are same ip
you must connect through main port
try to delete the cert and regen one via the server manager
that can't work if it's not on the same machine
the default 7777 right
yea
yes im using that to connect
i tred the default 7777 and my own i use
start "" /min H:\Satisfactory\FactoryServer.exe -log -unattended ?listen-port=26010 -ReliablePort=26013
exit```
is this right for start.bat
make sure only one server instance is running
and as ardanos said, you can delete cert in between so server recreates it
?listen-port=26010
u missed
the -
with ?
why and don't need listen-port
just -port
base port is written -Port= now iirc
@echo off
start "" /min H:\Satisfactory\FactoryServer.exe -log -unattended -port=26010 -ReliablePort=26013
exit
case sensitive
isn't
-Port= not -port
used that starts the same as i had
it is not on linux i assume it's same on windows idk
start "" /min H:\Satisfactory\FactoryServer.exe -log -unattended -Port=26010 -ReliablePort=26013
exit``` try with this one
it's completely up to the software to decide
usually it's Windows which is not
but better follow documentation strictly ue argument usually are case sensitive here
i mean it starts and runs just wont do the cert
never had this before
when i try to add server in server manager
can i turn it off
as Ardanos said earlier you may want to delete cert and let it regenerate (server closed)
donno how to do that
you can't its part of the getting reliable connection process
navigate through ur server files maybe in Saved\Config\WindowsServer and look for Cert
nothing
I'm sorry I don't remember where cert is
all I know is you want :
- server down
- delete cert
- server up
step by step
cert location is probably in wiki
deleted, trying again
and pls change ur .bat file
its the one you showed me
nice
pauseChamp
TY so much i thing im good to go now!
have a good game then !
tyty
Hello I have problem to run the server on Linux container:
- nobody sees the server
- server starting but no responding to requests
- all ports are open on firewall on router
starting command:
screen -h 1024 -dmS satisfactory.service /srv/servers/satisfactory/FactoryServer.sh -log -unattended
Listen ports:
tcp 0 0 0.0.0.0:7777 0.0.0.0:* LISTEN 5458/FactoryServer-
tcp 0 0 0.0.0.0:8888 0.0.0.0:* LISTEN 5458/FactoryServer-
udp 0 0 0.0.0.0:7777 0.0.0.0:* 5458/FactoryServer-```
Dump from console:
```[2025.08.01-22.27.21:470][ 0]LogOnlineSchema: Error: Invalid schema category lobby: Service descriptor id lobby not found.
[2025.08.01-22.27.21:470][ 0]LogOnlineSchema: Error: Invalid schema category lobbymember: Service descriptor id lobbymember not found.
[2025.08.01-22.27.21:470][ 0]LogOnlineServices: Error: [FLobbiesCommon::Initialize] Failed to initialize schema registry
[2025.08.01-22.27.21:471][ 0]LogOnlineIntegration: Error: Failed to get connectivity interface for 'NULL' online backend
[2025.08.01-22.27.21:471][ 0]LogOnlineIntegration: Initialized 'NULL' online backend
[2025.08.01-22.27.21:473][ 0]LogCommonUser: Warning: HandleNetworkConnectionStatusChanged(Context:Offline, ServiceName:, OldStatus:NotConnected, NewStatus:Connected)
[2025.08.01-22.27.21:474][ 0]LogHttpServerModule: Starting all listeners...
[2025.08.01-22.27.21:474][ 0]LogHttpServerModule: All listeners started
[2025.08.01-22.27.21:474][ 0]LogServer: Display: Server API listening on 0.0.0.0:7777
[2025.08.01-22.27.21:493][ 0]LogLoad: Error: Failed to enter /Game/FactoryGame/Map/DedicatedserverEntry: Servers can't open network URLs. Please check the log for errors.```
Hey everyone, i have a little problem, i'm running server in docker, everything works fine but only problem is that when i or someone else wants to connect to the server they get **Server Certification warning ** even tho i have certbot with SSL and Nginx setup correctly from what i can tell. and idea why ?
Who can't see the server and how do they try connecting?
If you set up nginx correctly as a stream config it can't do the SSL termination so the certificate on nginx is irrelevant. They probably see the self signed certificate integrated in the server.
Either just accept it or copy the certificate from nginx to the dedicated server
Nobody sees the server; users use direct connect to IP (in-game join), but the server does not respond (offline).
Additionally, I've tried printing the server directly in the Steam browser and received a notice in the server console that the server responds and displays my IP address (connecting from), but nothing happens - the server is not shown in the server browser.
I didn't set configs.
I'm guessing is not starting, maybe I should add Server/Session name to run it?
- You add it via IP in the server manager, right?
- Is the server hosted locally? Does local IP work?
- How do I have to interpret the screenshot?
Server is separate machine with external IP address, all the containers have internal IPs visible to the router (DHCP), firewall have dnat translateion.
- I've added IP + ports (combination) in steam browser, and my college try to connect it via game directly IP + ports (7777/8888) as a test - wasn't able to connect
- Server hosted on dedicated machine with different IP (like hosting) - other connections working (can connect server from outside)
- list ports open for incoming traffic - connection from internet pointing to the specific container local IP (it is a prof as configuration is working on router - redirect)
Other games servers works, so there is no issue on network configuration, I'm guessing satisfactory server have problem to start.
- Everybody needs to add and join via server manager
- Can you try joining with an internal IP?
- If I understand line 21 correctly external port 17/UDP is mapped to internal port 7777/UDP? If so, 17 TCP & UDP needs to point toward 7777 and you must set the parameter "-ExternalReliablePort=6" for port 6/TCP - > 8888/TCP to work
- Yes they do
- No it is only terminal not gui - screenshot
- port 6 is a type port pointing to TCP so TCP == 6 nad UDP == 17, so the redirections are:
- Incoming to port 7777 from internet/outside to internal IP Address on the same port 7777 for UDP/TCP (2 different rules)
- Incoming to port 8888 from internet/outside to internal IP Address on the same port 8888 for UDP only
so on screen withnetstatcommand you will assume satisfactory server will listen on 7777 UDP and TCP ports and on 8888 UDP port,
from screen firewall table from router (white one) you will assume ports are open and redirected to internal IP where is container with satisfactory server
I mean ports are one to one, on external and internal they are same 7777 and 8888
8888 should be TCP
this is the dump from system how the satisfactory is listen (wainting for connection from outside):
sudo netstat -4lnp | grep FactoryServer tcp 0 0 0.0.0.0:7777 0.0.0.0:* LISTEN 5458/FactoryServer- tcp 0 0 0.0.0.0:8888 0.0.0.0:* LISTEN 5458/FactoryServer- udp 0 0 0.0.0.0:7777 0.0.0.0:* 5458/FactoryServer-
so the server app is request the ports open as it is
and this is whole connection for listening (providing service) and connecting directly to satisfactory master server:
[sudo] password for nerus:
tcp 0 0 0.0.0.0:8888 0.0.0.0:* LISTEN 327/FactoryServer-L
tcp 0 0 0.0.0.0:7777 0.0.0.0:* LISTEN 327/FactoryServer-L
tcp 25 0 10.0.2.170:38162 172.67.74.152:443 CLOSE_WAIT 327/FactoryServer-L
tcp 0 0 10.0.2.170:49306 35.227.230.186:443 ESTABLISHED 327/FactoryServer-L
udp 0 0 0.0.0.0:7777 0.0.0.0:* 327/FactoryServer-L```
Yeah, seems correct. 7777 TCP & UDP, 8888 TCP
there is a problem with SF dedicated server it is not started or not connected to the master server
There is no master server
as you can see I have some problems to receive SSL connection as HTTP request
Any proxy inbetween?
This is cloudflare 172.67.74.152:443, where the SF server wants to get a connection
Google Cloud Platform 35.227.230.186:443, where the SF server wants to get a connection
Pure direct connections, no proxy at all.
This can drop connection cloudflare 172.67.74.152:443
or this Google Cloud Platform 35.227.230.186:443
so the problem is to connect and authorise server on satisfactory services
Might be some UE stuff but that shouldn't matter
If you connect to https://<External-IP>:7777 using a browser, does it display anything or time out?
Good, that is expected
Then if players see the server as offline something is wrong with the 7777/UDP forwarding
I will check myself
shit, it needed to be initialized by the first player it is connecting to it?! - didn't know about it.
I have no Idea why they cannot connect to it
Ah yeah, it needs to be claimed and a world created/loaded the first time
I will have next question, how to configure server, i have list of files
there is a loot config files, where i can find list of variables that i can use to fully configure it?
should I create new config file to not have overwritten by update of server?
There is no true list. You might find snippets here in the discord and on some wikis
yeah this is still problem of UE servers, no documentation no generated variables with default values on server start
Hello all š
My server keeps crashing every 10/15 minutes with the following errors:
invalid attempt to write memory at address
Assertion failed: FloatValue >= double(TNumericLimits<int32>::Lowest()) && FloatValue <= double(TNumericLimits<int32>::Max()) [File:Runtime/Core/Public\Math/UnrealMathUtility.h] [Line: 2622]
This is apparently also happening when I launch the save locally. Any clues?
Any mods installed?
Nope, fully vanilla here
Other saves work?
Worked like a charm before, but it's been happening for 2 days now
Trying this, good call
Might be an invalid building, especially if you used blueprints
Check free space on disks, dumb but some times helping...
Ah yes might be, currently waiting until it crashes (or not š¤)
Yes, I checked this, and I still have 20Go to go
Still crashing with an older save, but also looks like this: #dedicated-servers message
Except I run it using the Pterodactyl panel, looks like a tiny bit different usage here
@hidden forge why my fend can't initialize game server as a first client?
it is filtering connections?
VM/VPS? What's the CPU model?
Server does not filter. A non working UDP forwarding might prevent it
That's a VPS, with a 32g AMD EPYC 7543P
Yeah, he was block by my router because he start sniff my ports š
So now he have connection
but we have another problem, we stuck on loading screen:
Port 8888 is blocked
how works dedicated servers?
Headless - without UI only in terminal, so your CPU not needed to focus on serving information to others additionally it is not needed to have game working 24h on your PC, clients can join server wherever they want
ooo nice
@hidden forge sorry for pointing you, I wish to finish topic.
starting params: screen -h 1024 -dmS satisfactory.service /srv/servers/satisfactory/FactoryServer.sh -ServerQueryPort=15000 -BeaconPort=15001 -Port=15002 -log -DisablePacketRouting -unattended
This is how server listen now on:
``tcp 0 0 0.0.0.0:15002 0.0.0.0:* LISTEN 1814/FactoryServer-
tcp 0 0 0.0.0.0:8888 0.0.0.0:* LISTEN 1814/FactoryServer-
udp 0 0 0.0.0.0:15002 0.0.0.0:* 1814/FactoryServer-```
how to set up the port to change 8888 ?
ServerQuery- and BeaconPort are no more. -Port is for the base port, -ReliablePort for the secondary port.
all of that is outdated ancient info, 100% wrong for the current version
Nice to have updated wiki
there is, but it isnt fandom. Fandom is no linger suported
!wikisearch index
bots drunk again
FactoryServer.exe -log -unattended -port=7777 -ReliablePort=8888
You put this info into a .BAT file in the folder that contains the factory server executable, then you can right-click drag to your desktop as a shortcut and change the icon(right-click, settings) and run it from there
Thank you for your effort but I'm using Linux daemon units as a services, so it will not be helpful.
then make a batch file the same way
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"
"$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping" FactoryGame -log -Port=7777 -ReliablePort=8888 "$@"```
I keep having issues where people go and make a blueprint and the blueprint doesnt show up until people relog or where people go to build something and the blue hologram stays for the person who placed it until he relogs. How do I fix this?
We have the same issue with our 3 player server.....At times just the blue stays and I have to log out/in. Other times, it won't even let me access the build menu.
Any idea why this happens? Only when I try to join a save there is no error on the server
Tried some solutions on reddit and nothing worked
My first time setting up a satisfactory server
Still experiencing the same issue
if it still says 20 seconds, you didnt apply the edit correctly, or you edited while the server was running. It should reflect whatever value you entered
having an issue with my dedicated server. its hosted on a completely remote server that i use for my other game servers. im able to access it completely fine. again, completely remote server from me - port forwarding and firewall is not an issue here.
the friend im trying to play with can't. she just gets "The server appears to be offline.".
- removing and readding it doesn't help.
- my server logs report LogNet: NotifyAcceptingConnection accepted from: <her ip> repeatedly whenever she tries checking it.
- she can access the https://ip:port in her browser and gets the expected result. her client just, doesn't work.
as a last ditch effort i tried to change the server port from the default 7777 to 10010. and... it suddenly started working for her! and then i had to restart the server to apply a config change and now its back to not working.
im at my wits end here. any ideas on how to resolve this?
anyone know a solution for this?
Maybe.
I havenāt had any lightweight buildable system or milestone desyncs, and Iām using VPN tunnels instead of opening the reliable messaging port to the internet.
Itās a heavy handed workaround⦠but it does work.
You can improve the situation by changing the reliable messaging port to something less commonly scanned like a random 50000 something⦠probably fix it for sure by messing with ip-filtering firewall rules or messing with setting up VPN tunnels.
A vpn would make it more reliable? Doesn't that mean to connect you have to setup the VPN with all of your friends/users and then all of their web traffic goes through your local network while they're connected?
you can use split tunneling
still having the issue ?
Anything to fix this client desync other than logging. Have to jump out nearly every time I go bush cutting or launch a milestone is getting really old.
Yes, a split vpn setup is the way to go. I use Tailscale.
Radmin VPN is also pretty user friendly.
If you try it, donāt forget to remove the port forwarding for the reliable messaging port on your router.
maybe Im understanding this wrong but isnt split tunneling something thats done on the user's side not on the server side?
You need both.
well yeah you need the vpn endpoint on the server but no server side "split tunneling"
Correct
you could also just use wireguard directly
Totally.
Itās just a bit more of a pain to set up without the Tailscale wizardry on top
Ill have to check out tailscale but right now I have wg-easy for personal vpn to home
is all
I move around a lot, and Tailscale makes it pretty seamless, even with shifting public IPās.
does tailscale have a way to only expose the satisfactory server port to users on the vpn? I dont need users getting access to my entire home network
I do not know.
I think it might⦠but I do not personally know.
There is more configuration and control on access restrictions that I havenāt really bothered to learn.
I totally understand not liking the idea of punching holes into your network from every client.
It is far from ideal
I was really hoping they would add some error handling to keep the game from freaking out when random internet port scans hit the messaging port⦠but, here we are, months later, that probably isnāt happening any time soon.
Yea I just said tailscale because its super super easy to set up
is that really the issue?
I think so
seems like it would be easy to handle
It seems to behave much better when the messaging port is not exposed to the internet.
does it fix "all" desync issues or are some still happening with port closed?
I havenāt had any trouble. I will put it that way.
yeah whats actually the downside of just closing the messaging port? no more in game text messages?
ah okay
They moved achievements and lots of the building system to the new port.
So⦠itās necessary for progression and building stuff
And if it is closed, you get the infinite loading screen on trying to join a server
So⦠not exposing it to the internet⦠and still providing access via a VPN tunnel⦠seems to work.
Plenty of folks here have tested scanning the port themselves and watching the server freak out.
High CPU usage⦠sync problems⦠log spam
Whitelisting an IP for traffic on that port on a firewall should also be effective.
idk if I can do that on my router
Yeah. Sometimes it do be like that
Ill do the port change to 50k and see if that helps
just to start
I dont want my users to have required work
especially when trying to convince some of them to change text in their config files is a tough sell
too much work for some

@edgy pasture Ah ok so the server just can't handle packets that don't belong to it. Ok using a host so its not on the base port but I'm guessing it is getting hit with random traffic. So wait for coffee stain to decide to harden their software
Probably
I believe the server startup argument of -reliableport=xxxx should do the trick
haven't tried yet today but I'm assuming so
how are u starting the server ?
Heh so I really need to do my PC upgrade so I can repurpose the current CPU/mb as a server box and just private host my stuff
systemd, basically the exact config from the wiki except with an added port arg
and is the server listening to the good port when u start it ?
yup. i can connect perfectly fine
how do you add startup arguments to your server?
Also does the server communicate the messaging port to the client whenever the user connects to the game port?
and what is the issue then ?
linux or windows ?
and yes the server tell the client the reliableport
linux, truenas scale
so its running a docker container
yes
Hello server owners, is there any discord bot I can connect to a Satisfactory server?
then in the env section of ur docker compose just add -MESSAGINGPORT=xxxx
hmm okay Ill see if this works.
wait nvm theres already a section to input the port
I meant how does the user know the messaging port changed
the server pass it to the user via the port
u don't nned to tell the reliable port the the user
user connects to -> ip:game_port (0.0.0.0:7777) -> communicates the messaging port?
yep
only the server needs to know it if u changed the default value
otherwise the server assume it's 8888 and pass this one without any arg
curious minds want to know, what software/method will you use to private host your stuff?
and what is the issue then ?
hello, Im reaching out to ask about an issue I have when anyone including myself tries to connect to my dedicated server, we are stuck on the inital loading screen and we are able to move are charcters heads but we can actually play beyond that, NOTE: havent played in a while since december of last year so if there is something new im missing id like to knwo
sounds like you are missing the secondary port that was added in 1.1, it defaults to 8888
That worked thank you very much
hello lads, what should I do when port forwarding in my router? put my external IP and 7777 port?
or is it my internal?
i can connect, but my friend cannot. i described it in my initial post
.
Your internal.
Don't forget to forward port 8888/TCP
very well, also, people couldnt join my server even tho I gave them my external IP
Did you successfully host something else before?
do u connect with ur local ip or public ip ?
same result both ways
are u willing to provide me the ip in private so i can check ?
sure gimme a sec
dmed but also like, it might just work for you, since it works for me but not my friend
Did the server appear as offline or did they get stuck the loading screen?
Offline
check if ur ports are well opened
First step would be to make sure your IP is actually public. Post or PM me the first half of your IP if you don't know how to check.
Then check your port forwarding. You need 7777/UDP, 7777/TCP and 8888/TCP by default. Post a screenshot if you are not sure so we can check
your external/public IP IS the router. If it asks for one, its the server machines that it wants
i have a server i can join but when i use a service to check if the server is up it doesnt show it online
so not public online its online to the network
i have done everything i have port forwarded all the ports manual and through power shell. i opened 8888 for tcp traffic someone help please
so i think the public ip is not working correct
You sure it's actually a public IP?
Need to open those ports thru the router/gateway UI
powershell is a windows tool, shouldnt talk to the router at all
Which wiki? And what part of it?
i had a friend try the game and he just cant load into the world it just sits in the loading screen
u missed the 8888 TCP port
i got that aswell
Get the make and model of your router, google that for the address to access its UI, and how to port forward thru it
i followed the exact wiki instrucions
that all happens in a browser window, not in powershell
i used a linksys router and understand how to port forward
i used to be a network tech
its something silly i know it
that hang is fairly indicative of the secondary port not being open
make separates rules
sometimes if u make one rule for all the ports they all get tagged as primary
infinite login screen is 8888 TCP port yes
if u can hear and move around while in that screen
^
it worked!!
Thanks guys i guess i missed adding the rule through the firewall XD i did th 7777 rule twice
^^
hey guys!
is it possible to run a satis server without the second open port (8888) ?
why wouldn't u want to open it ?
the answer is yes u can by using vpn tunnel
uh, tricky situation i am not on a dedicated server, but on a server host
no*
ok thx, then i will try to get a second port xD
then ask the host to open a second port
if u bought their services they should provide it
server needs both but as ardanos said you can hide both behind a vpn useing a single port
addanos š¢
sry š
yeah i will try that thx
btw is the "Beacon Port" the new port?
tell them since 1.1 2 ports need to be open 7777 TCP/UDP and 8888 TCP they can change them with start arguments such as -Port=xxxx and -ReliablePort=xxxx
old one not used anymore
queryport isn't used anymore too
oh where can i change the ports?
u can't the host must change them
is there no way to change it in the files?
and add theses rules to start the server -Port=xxxx and -ReliablePort=xxxx with xxxx is the port they open
no
if they don't open it for u, u can't do anything
so they would have to change this (atm the startup cmd):
./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -Port=xxxx -ServerQueryPort=xxxx -BeaconPort=xxxx -multihome=0.0.0.0 $(if false; then echo "-DisableSeasonalEvents"; fi)
to this:
./Engine/Binaries/Linux/*-Linux-Shipping FactoryGame ?listen -Port=xxxx and -ReliablePort=xxxx -multihome=0.0.0.0 $(if false; then echo "-DisableSeasonalEvents"; fi)
right?
exactly but they should know how to change those ports
okk
Hey guys any where I can look up a good setup guide?
My cusin wanted to play on my server I hosted before the 1.1 update. I laughed and said I needed to update it but sure.
So went home updated it, but it wouldnt work, my laptop said disconnected. And when I used the same computer as the DS it still said it.
I went looking for what files needed to be changed, would only find bits every where so I tired the ones that made since.
Well still didn't work so I Uninstalled and here I am
Nvmd I found the link
I will ask for help I need it thanks in advance
if your reading a guide older than 2 months old, it is probably outdated on the ports as the servers now use Port 7777 and ReliablePort 8888 as the default ports. So watch out for that, and check out the wiki for more information.
I got my dedicated server back up and running, only issue is when I try to load into the server it just loads infinitely
1.1 vanilla, I've tried reinstalling and creating new worlds already
u need to open a new port the 8888 TCP on top of 7777 TCP/UDP
Is that even if I run it with a different TCP/UDP port?
wdym ?
Instead of 7777 I've always used a different port
Ah, is there a way to change 8888 as well? I just have it set to a different port in the satisfactory.service file
linux or windows ?
Linux
change ur .sh file and add -ReliablePort=xxxx
Awesome, thanks
I just don't like running standard ports because I know at least with minecraft if the server is up long enough it'll start getting random pings
ur even more right with this reliable port make it in the 50000 range to not be annoyed
Yeah I have my other port in the 50000 range too lol
Doesnt really matter honestly.. a proper port scan will scan every port.. Sure if its above 1024 it may be 'probed' less, but 7777/8888 are high enough anyway
But the reliable port forwarding thing was the issue
they are not anything under 10000 is scanned by almost any port scanner
Why 10000? What is considerd 'root' ports will religiously scan 1-1024 but ive never heard of scanning 'up to' 10k
For me it's just another thing to feel better about port forwarding + it means my ports are consistent across all my game servers since I only really run one at a time
Easier to remember
cause there is a lot of common ports up until the 10000k range going over that would be wasted time
Also that high up it basically never touches anything else that it might interfere with for some reason
I mean.. if you are scanning 1-10k.. might as well just scan the others?
1-10k is not the same a 1-65000
Well, considering windows dynamic port pool is 49152-65535.. not really?
Does it have to be in the sh file or can it be in the .service file
depends if u start ur server with the .sh file or not
I do but my other port change is in the .service file
u can change both to make sure anyway
Do I just put it at the end of the .sh file?
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"
"$UE_PROJECT_ROOT/Engine/Binaries/Linux/FactoryServer-Linux-Shipping" FactoryGame -Port=xxxx -ReliablePort=xxxx -log "$@"```
Do I need to do anything on the client side in order to connect after changing that port?
no the base port is the only thing needed the port pass the reliable port to the client
Ok because it works on default but breaks when it's changed
how ?
TCP only ?
Well, not forwarded since I'm on the same network but on the host pc I'm allowing TCP and UDP through the firewall
it needs to be forwarded fw only is not enough
It works fine if I'm on the same network, I don't have 8888 forwarded either
if u do
sudo ss -tulnp | grep Factory
what do u get ?
On the client or host pc
yeah right
host pc
should have 3 lines
0.0.0.0:ports
Didn't give anything
server is running ?
It has 2 lines
i guess base port tcp/udp
can u check ur .sh again ?
The systemctl just starts the .sh
Yeah I've been editing the .sh exclusively because if I edit the .service I need to do the daemon-reload and it's annoying
yeah right is it still the same or have it reset ?
Right now I have it configuring the base port but the reliable port is at default
if u use ur local ip to connect u should be able to change the port just fine and ur friends will be able to connect with ur pub when u open the port
i don't know if what i said is understandable english is not my best
Yeah
I'm using the local IP and when I configure the reliable port it does the infinite loading thing
On the base port it's fine
mmmh weird u add the right fw rule ?
So it's not a firewall issue I guess
Even with the FW disabled it still loads infinitely
i mean even without port forward u should be able to load just fine
but
maybe only with base ports ?
idk
yeah the new port but u can change it's value 8888 is just default
Ig not for me at least so for now I'll use the default port
open the port on ur router when u can and test if it works
Ok so it just loaded
It took forever though
I guess if I don't move my mouse it doesn't load
Really strange
Does anyone here happen to know where the game gets the certificate fingerprint from? It's not the same as the one reported by the browser which makes no sense to me.
it is autosigned
I know but what I'm talking about is if you go to https://localhost:7777 in your browser and look at the SHA-256 certificate fingerprint it doesn't match the one the game shows you when connecting to the server (even accounting for the different hex/base64 encoding)
Try localhost:8888
Thats how fast it is to do a full 65535 port scan
Well, in my opinion, yes it's pointless whether the port is high or low, or above 1000 or 10,000..
if they scan 10m IP addresses for open ports, they will spend more time, and any unsecured ones will be open on lower ports. If lower ports dont hit, higher ports probably wont either
Hey there, new player here. Before setting up a dedicated server I wanted to know if they are stable or if there are any game breaking major bugs. or other issues
Hey guys, does someone know how to fix this?
In version 1.0 of Satisfactory with dedicated servers, my factories made progress overnight (even when nobody was online), but now in version 1.1, they produce nothing during the night.
Pretty stable if you know how to configure it and have a decent server. No known major bugs, but instabilities through high uptime. The server will need regular restarts
Auto pause is off by default, you can turn it on again in the server manager
ohh thank you
Thanks for the response, glad to hear that it runs good if configured correctly
Hi guys, I'm currently trying to run a dedicated server (game version 1.1) on my Linux VPS and everything until now works great. but i realized there is no saving files... Seems to be like using my PC or SteamCloudStorage to save the game and thats doesn't allow me to import blueprints...
The steps i followed to setup the server was installing the steamcmd and instaling the satisfactory server, going to the game claiming the server and loading my world to the server...
Can someone help me to see how can i make the server save the files on the server it self and let me import blueprints there?
/home/user/.config/Epic/FactoryGame/Saved ?
In your userās home ?
There Is a SavedGames folders containing a blueprints folder. I think it is what you need @slate relic
thats what i have on the server folder
No no no
This Is the serverās files
You wont find your save here
Go in /home/satisfactory
List hidden folders and files
Go to .config
Aha I found it
I'm gonna try and see if it works
So I went to the server create a new blueprint so it generates the folder for me
but... there is not blueprint folder
Never mind i didn't reload the fpt thing š¤£
@small citrus it worked Ty so much ā¤ļø
Youāre welcome man ! Happy gaming
"LogEQS: Warning: Query EQS_FindNearbyRoamingLocation (Owner: Char_SpaceRabbit_C_2147455334) has finished in 62.64 ms, exceeding the configured limit of 25.00 ms. Execution details: Total Execution Time: 62.64 ms (detailed data not available without USE_EQS_DEBUGGER)" is this anything to worry about?
its being spammed in the console
Doesn't it automatically restart once per day by default?
Yeah it does but from my experience, 3-4h uptime is the threshold for the rollbacks/decreasing tickrate to start. There is no options for a "every 3 hours" restart
Ah
And also, i setup a script to restart the server via the dedicated server api but its not as effecient as a systemctl stop / start
I think the memory is filled with junk, that can't be removed otherwise than a full restart from the service itself...
I'm still thinking about a solution to this problem but the obvious is for the devs to add a restart "interval" configuration
And still, i don't think it will be enough
If you wanna check : https://github.com/ronanly56/satisfactory_dedicated_server_utils
Could it possibly be a memory leak then?
I don't really know... I'm used to java programming but i don't know UE
Also I've never noticed decreasing tickrate on my servers, and I do once every 24hr restarts, although I do also have an absurd amount of memory allocated to my server
The crazy part is those CPU spikes
After 4h uptime i have 90% CPU with 2 players online used while just after restart and for the next 4h it stands around 40%
Interesting, I'll have to watch my process analyzer
Yeah you should check it
This isn't something I've personally noticed at least in gameplay
Maybe your machine is stronger than mine
Model name: AMD EPYC 9354P 32-Core Processor
But its a VPS
So shared CPU (and i think its an issue as the documentation stands that compatibility with vCPU is restrained)
Interesting, yeah your hardware is a lot stronger than mine
What OS are you using?
Debian 12
Ah, I'm on linux lite which is an ubuntu based distro
Virtualization: AMD-V
Hypervisor vendor: KVM
I don't think that's relevant for performance
I mean it could be a relevant spec when one machine is having a noticeable issue and one machine isn't at least
It's probably either I'm not noticing it or the vCPU compatibility though
It's not as good as physical CPU
If this is a VM (a VPS most definitely is), a kvm64 CPU won't work!
I would imagine an Epyc is faster than my repackaged laptop Ryzen 3 even when using virtualization though
Yeah sure 𤣠i mean it depends
Of course if you don't know what to chose between a toaster and a vCPU
The choice is obvious lol
It's probably down to a weird compatibility thing more than anything if I truly don't have that issue
Surely man ! That's why i'm getting a physical server in my house š bye VPS š
And when i get it, i'll share performance improvments š
I've seen virtualization cause some wild issues by even having the switch flipped to on LOL so it wouldn't surprise me
Honestly that's the way to do it if you already know how to run it and manage it. Set it up as a service and just forget about it until something goes wrong and you have to open it back up
Yeah that's what i already did
Luckily for me i'm a software engineer 𤣠and i know my linux env
But i didn't like the fact that the dedicated server restarts out from the blue without prompting the player for a restart
So i used the server API, which made things worse than just restarting manualy the server
So know, i'm lost about it š¤£
Devs, can we have an api endpoint to send messages to online players ? Like the same prompt as "The server will restart in 10 minutes"
PLEASE
You can send Questions, Feedback, Suggestions, and Bug Reports
https://questions.satisfactorygame.com
<3 @wicked knot
devs seldom look here, they see every post there
Thank you man ! That can be a small improvement but save sooooooo much headaches
@small citrus @sacred socket
The warning about virtualization is mostly about CPU emulation and the emulated not exposing certain instruction-sets. "kvm64" is a very old emated CPU which does not support/expose the required instructions fur UE. I don't know if somebody published or tested the actual requirements in regards to CPU extensions so we are not sure where the cutoff is.
A pass through or more modern emulated CPU should still work for server.
Ouhhhh nice piece of info
Yeah unfortunately, i don't manage my VPS
So maybe my virtualization is not that bad ?
Architecture: x86_64
CPU op-mode(s): 32-bit, 64-bit
Byte Order: Little Endian
Address sizes: 52 bits physical, 57 bits virtual
CPU(s): 4
On-line CPU(s) list: 0-3
Thread(s) per core: 1
Core(s) per socket: 4
Socket(s): 1
NUMA node(s): 1
Vendor ID: AuthenticAMD
CPU family: 25
Model: 17
Model name: AMD EPYC 9354P 32-Core Processor
Stepping: 1
CPU MHz: 3249.996
BogoMIPS: 6499.99
Virtualization: AMD-V
Hypervisor vendor: KVM
Virtualization type: full
L1d cache: 256 KiB
L1i cache: 256 KiB
L2 cache: 2 MiB
L3 cache: 16 MiB
NUMA node0 CPU(s): 0-3
AMD-V is a sign for host CPU pass through, that's fine
guys any solution for the de-sync issue yet ?
Also most modern virtualization only costs you 1-2% performance
Well, that's what the satisfactory server does after the 1.1 update. Just restarted it and it's back to ~7% total system load
pretty interesting to see it jump up in steps
keep monitoring while u port scan ur reliable port ^^
Hello everyone. I have question regarding the server auto start that we can set. When that happens does it also update the server if there is an update available. Or is it simply a restart as it says?
Its a simple restart
I still have a version mismatch between Game and Server
Game Version: 424353 Server version: 418783
did you do the usual steamcmd command miss ?
I am runnin my server on a persoal device on my networ. I have restarted the machine, restarted the service. Tried to follow steps to force update in command line. Etc. No Luck.
and installed satisfactory server twice without knowing
make sure you call install/update command with +force_install_dir= your satisfactory server directory
otherwise it will install at default location
I am using NSSM and just recreated the .bat file for updates and reinstalled NSSM and ran all the command prompts it suggested on the satisfactory dedicated server wiki page.
I get SatisfactoryServerUpdate: Unexpected status SERVICE_STOPPED in response to START control
This is after running "nssm.exe start SatisfactoryServerUpdate" in command line
So in summary, when trying to start the SatisfactoryServerUpdate service using NSSM in Command Prompt from the directory where NSSM.exe lives I get this reply: SatisfactoryServerUpdate: Unexpected status SERVICE_STOPPED in response to START control.
Any thoughts?
Check Event Viewer and see what the service throws when it stops, you can also just try to start it from services.msc
Not familiar with Event viewer or Services.msc
Having to step away, but am planning to continue working on this today. Thanks for any and all help for this noob. (Creating this server is the extent of my command line experience so if it doesnt tell me specifically how to do it I am lost. haha)
Hey guys, I am currently trying to run a dedicated server for me and my friend, because my friend since a few days has constant game crashes when playing on the server im hosting, plus the game got really laggy for me too when we are just unlocking phase 2.
So I am trying to run a dedicated server and its running fine, but we are having the issue of not being able to join. We get in the loading screen alright but its stuck there indefinently. Its weird, because you have the loading screen but already hear the ingame sounds of where youre at, can swing your sword and go in the esc menu etc.
I“ve already searched through a bunch of the wiki and reddit and can“t find a solution. The only thing I found and did was add Port 8888 to the already opened Port 7777, which you apparently need to do since 1.1. But the issue still remains and its extremely frustrating.
Does anyone here know any better and could help me?
8888 TCP? Firewall and router?
ya exactly that
double check. That is what the symptoms say is wrong
it may need a separate rule set, not just added to a current rule
okay, so router im 100% sure. and for the firewall i copied the commands from the wiki, so:
New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound port udp" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol UDP -LocalPort 7777
New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound port tcp" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol TCP -LocalPort 7777
New-NetFirewallRule -DisplayName "Allow Satisfactory default inbound port tcp" -Direction Inbound -Action Allow -EdgeTraversalPolicy Allow -Protocol TCP -LocalPort 8888
what do you mean by that?
some routers let yo ustack ports in one rule, some will "let " you do it, but then only take the first line
ah got it
ahh okay finally, ive just re copied those firewall commands into powershell and now it works, thx a LOT. apparently they just didnt do it right the first time
THANKS
anyone know a way that i can change the server Tickrate? from 30 to 60?
I added that... and now It runs the server but i can't connect...
can u post logs ?
did u changed the xx ?
NetServerMaxTickRate=60
LanServerMaxTickRate=60
[/Script/SocketSubsystemEpic.EpicNetDriver]
NetServerMaxTickRate=60
LanServerMaxTickRate=60
[/Script/Engine.Engine]
NetClientTicksPerSecond=60```
yes i did
is the cmd closing ? like crash ?
try with only this maybe
NetServerMaxTickRate=60
LanServerMaxTickRate=60```
fixedframerate is a try to adjust tickrate ?
it was
delete it too
I did it and trying to run it again
i saw @small citrus posting this earlier
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 ```
to fix tickrate
so u can try delete the last line and adjust ur engine with this
I just added that and it seems to work
tickrate at 60 ingame ?
Yep
if it is leave it like this
Hey i just bought satisfactory and wanted to make a server but always have error
Encryption Token Missing
my launch args .\FactoryServer.exe -multihome=0.0.0.0 -log -unattended
All 3 tcp and udp ports are opened
only 2 ports used now, you used old guides
!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...
Okayy tyy ima check again and reinstall everything from 0
the software should be the saem, just configs are diff
I have main game in EGS and installed before server through steamcmd and it works for some time.. Now i updating server and game and have difference between server and game version
.\steamcmd.exe +force_install_dir D:\SatisfactoryServer +login anonymous +app_update 1690800 validate +quit - updated through this command
and server version is 368883 and game version is 424353
There is no hope to continue through steamcmd server ?
You need to join via server manager
I did but i got the error 9 still even if i reinstalled everything and updated port ( indeed i had issue on 8888 not being opened )
but still same issue
old ver had 7777 on UDP only, new ver needs TCP and UDP on that port
make sure to have allow edge traversal on as well
what's that ?
( I didn't edited any config file atm )
on the firewall rules, its one of the other tabs
Check your system times
Yeah there's an issue indeed
Okay im sync i restarted game server but still not working indeed
Still same
depending on how far off the time was, either wait the time frame out, or if both systems times are now correct, delete the config file for the server and let it regenerate a new cert
Ohh it was couple hours ( it was 3am instead of 6pm )
ah, so look for the ServerSettings.7777.sav and delete, then restart the server
if needing help finding it, the wiki link that was posted has the common locations in it
Well i deleted the Saved folder and restarted server but...
did you remove the server from the client and add it back as well?
im not sure how much it caches once it is added to the list
it's okay don't worry you all helped me a lot already ā¤ļø
ohhh i don't have any certificate, should i create one of one of my domains ?
the server self signs one on startup and saves it to the serversettings file
i have been meaning to try custom certs, but never got around to it yet
Well i don't have the certificates folder
did you find the Serversettings file
well i just re installed the satisfactorydedicatedserver from steamcmd from 0 so everythings empty atm
it wouldnt have touched the serversettings file with a reinstall
oh is it like in appdata ?
yeah
okay i cleared appdata local
It's okay i found
everything
it seem's to be working im setting it up from the game
awesome
ā¤ļø
Just wondering if 1.1 dedicated servers are now stable? cheers
Hi all! What is the best/good server host? Looking in Europe
stable, yeah, mostly. Flawless? Hardly
perfect thank you, following the same guide for 1.1 assume?
yeah, dont follow the guide frm u7
fandom or wiki ok?
okay wiki.gg it is then thank you
do i need to swap the port from 15777 to 8888 in the game.ini?
15000 and 15777 dont need to be open at all
dont use any setting from the fandom guide
so only 8888 port needs to be open?
7777 TCP & UDP, 8888 TCP
7777 TCP/UDP, 8888 TCP
perfect thank you, assuming 7777 is port to join?
and both can be changed on the launch arg
you tell the client the base port, default 7777, the server tells the client the reliableport, default 8888
do i need to manually change the port in game.ini then as that was set at 15777 previously i think?
if that is in windowsNoEdit folder, it doesnt get read
that is also old info, UE 5 changed it to just windows
on linux so unsure
I would dump the entire config folder, and let teh game rebuild
set the ports in .sh
there are some other things that would be left over frm UE4, that may connflict
im going to do that, restart from the start, thank you
opened both ports 7777 and 8888 got the serve up etc but when joining ive failed to connect to servers API any advice?
may need separate rules for TCP and UDP on 7777?
iirc, thats the port that gives the general API
Devs, please fix
change ur reliable port if not done
Server is running in a docker container on my unraid system
Wtf is a reliable port? Do you mean the external port that is open to the public?
the 8888 TCP port
change it
if u use docker with wolveix image add this in the env
-SERVERMESSAGINGPORT=xxxx
and open a new port on ur router
well on my proxmox servers i have no issues
idk
Is it normal that after 2ā3 hours of uptime, the server starts acting weird ā like when you research something, the items you put in disappear and the thing doesnāt get researched, or in the Awesome Shop, tickets are gone but the item isn't purchased, or sometimes you can't take items from conveyor belts?
check ur cpu usage
and make tickrate 60 instead of 30 can help
How?
add this to then engine.ini of the server
NetServerMaxTickRate=60
LanServerMaxTickRate=60```
where?
should be in the server folder somewhere is a save folder iirc
what do you mean?
when u create the server some folder gets created right ?
I used the official wiki
yeah then in the server folder look for a file named engine.ini
this is the server folder
navigate inside it and look for engine.ini
inside what?
the server folder
it is the screenshot from above
like open FactoryGame and look if u can find engine.ini
keep going until u find it look inside all 3
looked for it don't found it
screen inside binaries
linux
ok go back to content
are u sure that's not ur game files ?
yeahh
what is before this ?
look in Engine
same go to content
then binaries
Question: I logged in on my server by using my remote ip, and I logged in as admin.
All went well there.
But if I log in by my local ip on the same server, i'm just a normal user.
How can I change this without losing my current world?
remove the cert in ur server folder and connect first with ur local
Will I lose my world then?
no
/config/.factorygame/Saved/Config/LinuxServer/Engine.ini path on linux should be this
I'm sorry... what dir?
/config/.factorygame/Saved/SaveGames/server/
Found it
C:\Users\Administrator\AppData\Local\FactoryGame\Saved\SaveGames
š
I backed it up, hehe. you never know...
Phew, that took a while with some server restarts and a few attemps, BUT it worked. Even all mods enabled!!
Great. TY @dusty hazel
nice glad it works at the end have a good game
Much to learn, great game, great community, even better support.
Danke
Hi guys anyone know a Good VPS to host a server? I'm currently using Hostinger, but this host sucks... I'm with 2 vCore 8gb rams, but the server still laggy and my friend and I we aren't building giga farms or whatever...
anyone give me a idea on why when i ran my 1.0 server my dedicated server was fine and ran perfectly, using 1.1 server and now it lags now to now
change the reliable port for a high random one in the 40000 range
server handle badly unauthorized connection for the reliable port that cause high cpu spikes
port scanners in fault
Hi guys, I currently rent a dedicated server with Nitrado - For some reason, my Blueprints do not show in game after saving, despite the .sbp folders being created in the server files. Anyone have any idea on a fix for this? Thanks
Cool i managed to utilize nginx to use my domain rather than ip with Satisfactory server 
does anyone have a satisfactory dedicated server running with playit? i need help
7777 is an unathorised prt?
I highly doubt that would make any difference. Unless you are actually getting targeted by packet flooding, normal port scans won't cause lag spikes. You can try making a backup of your save file and spinning up a fresh server instance.
a few dozen people have anecdotal evidence it helps
it's a overlook to assume "not being targeted" everyone is
in the internet of 40gbps capable single links and more, one actually can scan the whole internet in several hours
one can even scan every single port of every single connection in around 2 years
and that's assuming they have a single link
actual bot nets have thousands if not millions
u can doubt it works but several peoples here changed the reliable port and their cpu are thanking them for it, that's all i can say so it' up to u to change it or not, give it a try what does it cost u to change it anyways ?
if u wanna make it real safe u can whitelist ur server or make a vpn tunnel but for majority of people changing a port is easier since not everyone has network knowledge
Hi guys, I currently rent a dedicated server with Nitrado - For some reason, my Blueprints do not show in game after saving, despite the .sbp folders being created in the server files. Anyone have any idea on a fix for this? Thanks
Holy gibberish
Hi guys, I currently rent a dedicated server with Nitrado - For some reason, my Blueprints do not show in game after saving, despite the .sbp folders being created in the server files. Anyone have any idea on a fix for this? Thanks
hallo, for deciated server what ports need to be open for 1.1? Players get stuck on the loading screen when joining the game and I read that port 7777 needs to be open on both TCP and UDP, but i also read somewhere that 8888 needs to be open on TCP, is that true?
Yes since 1.1 you need to open 8888 TCP. But is recommended to change it (reliable port) to something in the 40000 or 50000 range, because it causes some issues with high CPU utilisation due to port scanners. At least for me it worked somehow.
how can you change that? Also having some struggles port forwarding in a way that the game knows where to find 8888 because im using playit.gg
Pass it via the -ReliablePort=XXXX argument
inb4 someone fires up their botnet to target these ports š«”
i cant play on any dedicated server in the usa beacuse i get desynced from the server after in a while
does anyone know how to fix this
You have to be playing on one to see desync, and that is just a thing that we all deal with
wait so there is no way to fix desync issue?
my friends on the server dont have this
so i assumed it was a region based problem
since both of them live in america
while im from brazil
the higher your ping, (among other issues) the worse it will be
are you sure this isnt something that came with this new version
they are always working on the server end. Some things get better, some things get worse
gotta love satisfactory i cant play with friends
just play til it gets unbearabel, and relog
Tasty
Guys is there a way to organize the blueprints for everyone in the server? Like i have many blueprints and I made diferents categories, but for my friends they are just empty categories with everything squished on undefined, while mine has everything organized, how can I made everything shows organized for everyone?
I think you basically got to copy the blueprints to the server
Then restart it / stop / start
Depending where you are hosting there should at least be some sort of file manager / access where you can upload the blueprints
Good morning!
Does this game have an ARM compatible dedicated server yet?
Pi 5 16GB is probably finally a Pi that can handle the task
According to Fandom Wiki: "There are currently no plans for an ARM CPU-compatible build, so the Dedicated Server cannot be deployed to, for instance, a Raspberry Pi"
currently so you're saying there's a chance
I'm not saying anything, just copy/pasting from a website XD
I'll check again next year. :3
You could always get an x86 system, like a refurbished dell optiplex from amazon refurbished, or something like that for 100-200 quid, might be worth looking into
or maybe even an Intel NUC could do the job, CPU selection would be the main thing in all cases
No native binary (yet). There was at least one user who got it working useing box64, but you need a pretty beefy CPU to handle the Server + Translation. A Pi is not strong enough i think
#dedicated-servers message
you have to get a recent and powerful enough cpu
we are not talking about a file server there
Yea as I posted above, it's using between 2 and 4 cores of a 12600K on my LAN, with this size of fac
At least I have seen it peak at about 380% yesterday, so almost 4 cores worth of compute so far
12600k Desktop cpu cores are not same as old or lower mobile cpu
No single-core perf is significantly better than something like that true
As I mentioned, CPU selection would be the main consideration I think
Anyone can throw 16GB into a basic rig
especially since ddr4 is loosing the market focus
Yea it's cheap
I think you really just want a fast CPU, high clock, good single-core performance, at at least 4-6 cores
yes
AM4 options can be pretty good and cheap xD
The server does seem very well threaded though, plenty of parallelism. Perhaps more cores beneficial as well XD
it's only hopping from core to core, htop task manager etc really does not tell the full picture
True, there is probably a lot of core dancing going on, it does have a decent number of threads tho
4 core is about what makes significant impact
Sounds sensible yea
all the blueprints are already on the server.
everyone can see them, but they aren't organized as they should be, for me everything is organized, but for my friends they aren't
Yea because blueprints are basically a local client thing as far as I understand, copying them to the server just dumps them in Undefined category
Is there a way that i can get eveything organized for my friends too?
I think you'd have to Google/Reddit that, not sure
Might be a way to copy over the config file that describes how they are organised, not sure š¤·āāļø
As I understood here, there is no way to do that and on dedicated server that is also a bity glichy
š« sadge moments
Sounds like server-based blueprinting could use some love but I guess it's low prio
Like the only way that i understood that can work is opening the file and rewritting there, but no chance that i will open 100 bp todo that
LOL
I guess time to embrace the Undefined life xD
Yep š
For the translation and server, absolutely not.
Not sure if a Pi would be strong enough anyway, I might/probably be wrong, but based on the demand on a relatively powerful x86 server, I'd be impressed if a Pi could handle a medium/large fac with multiple players
But yea, I am usually wrong XD
most pi no way
pi5 maybe
but you can only bet on the beefiest of all the sbc and even then it's not sure
so they don't say absolutely no
but it's crystal clear it's not yet interesting to make an arm version
and as with x86_64 binaries, it would require the latest of arm cpu anyway
Hmm, what would cause that the server thread is utilizing one core at 100%. need to reboot the server like 3-4 times per day
any clues in the logs?
As far as i know, its related to that 8888 port. I changed it to something else, and im gonna monitor the cpu activity.
Interesting, fingers crossed. I wonder why, could be some sort of conflict but usually if the port is bound nothing else would be able to do so
Hmm, it has something to do with tcp requests, because 8888 is the most scanned port and its known for vulnerabilities.
Shouldn't be resulting in a pegged CPU core/thread though, unless you are literally getting megaspammed / DoS'd
Yeah, but the server itself goes wild about the requests tho
I found this message from the Q:A:
Seemed to be correlated to the 8888 port that was added.
I was getting multiple error lines related to TCP requests on this port either being invalid, or disconnected prematurely.
Also checked my firewall logs and saw traffic coming through to this port when no one was connected. Seemed this was related to someones trying to gain access through that port.
changed the server settings to use something different (5 digit port number). Issue immediately resolved.
Seems what happens is whenever the server received a TCP:ACK or TCP:SYN packet on this port without it being accompanied by someone joining the server, it would wake up and go into a waiting period indefinitely. couple this several hundred times and now you've got a server filled with network threads that are just waiting and eating up CPU power.
Explains why rebooting would 'fix' it because it would clear everything out for the moment.```
Hmm, fair, well, that's down to the server implementation I guess
Bots are all over the internet scanning ports, I see thousands of automated requests on various servers I run, but nothing usually that would even be remotely a blip on the CPU
Yeah, i think the good fix for the server is that it flushes the tcp requests from hanging, if the requests didnt come from client (players), or just use another port by default
Could be a Satisfactory server specific thing yeah
Yep, maybe for the future i would use reverse proxy to give another route for that traffic, so i can keep that kind ports closed
As far as TCP connections / SYN / ACK / FIN_WAIT, etc. that's an underlying operating system thing, again shouldn't be a CPU issue really
yeah the packets itself is not the problem, i see that the issue relies on server logic to handle the packets
mhm yea sounds like it's a specific application issue, e.g the satisfac server
Well hopefully as we say - "security by obscurity", using a different port will help
Could be Unreal yea, I'm really not experienced enough to know xD
same š
The "good thing" is that basically all of these probes are done by bots
They work on rules, try known ports, try known techniques, etc
The game used to only use UDP, meaning they had to build in error checking for the packets. TCP does that by default, but the server may still be trying to do it too
It really shouldn't be an issue imo unless the server is somehow getting exploited, or getting into some sort of loop that's pegging that thread at 100%
TCP or UDP
My train stations disappear from the map when they are not loaded in. Anyone know why???
Disappear permanently or just until next load, etc?
@feral rock ^^
Srry didnt see your response, They just go away on the map. Once I get close enough they then reappear on the map like nothing happened.
They end showing in the middle of the map
Hmm, I see asset load issues similar, like some things spawn in faster than others at long distances, foundations for example. Not sure about the map though, I haven't noticed issues there
change the Reliable port for a high one to avoid port scanner
yep, done that already and i think it fixed the issue.
My public services, nginx, postfix, etc, get scanned 10's of thousands of times per day, this seems like a problem with Satisfac server if this is the case XD
yeah the reliable port handle badly any connection to the port other than ingame
If you need to resort to hiding the port, which is not really a solution, there might be bigger problems at play here XD
yeah known issue but no fixes for now
changing realiable port for something high should work i had the issue and now that i changed i got 24 days uptime and still at 3% idle
It works in the sense that bots, as I mentioned, typically scan known ports under known rules, but it's just security by obscurity, it's not a fix, just reducing the chance of some random higher level port getting hit
yup
u could whitelist or make a vpn tunnel tho
but for non network nerd changing the port seems easier
Yea for most changing the port number probably helps. Shame the port number in the header isn't 64-bit. 16-bit is not many to guess xD
yeah and 8888 is pretty close to 8080 which is often used for http traffic
I'm surprised that 8888 is hit so hard, I don't run anything on that, but I would have guessed things like 25, 80, 443, 8080 are more popular, guess I am wrong xD
7777 is base port for http traffic and API and 8888 is the messaging port used for API too from 1.1 update
Yea my LAN server is listening on both
without the reliable port u would get stuck in the loading screen
Well yea ofc but why pick 7777 and 8888
If 8888 is so heavily bot-hit
Do an ID Software and pick a higher level below 32768, what is Quake like 27960
Yea seems an odd choice to pick 8888 and 7777
can't agree more
What is IANA dynamics, like 49152-65535 or something
As long as it's below that, I guess. I think prob best below 32768
yup
I would have never picked 7777 and 8888 put it that way XD
Maybe I'm just trash at googling, but I haven't found any answers for this issue. I'm running a dedicated server on my home network, so connecting via LAN. When I actually try to load into the game, I'm greeted with the loading screen...forever. When I hit esc I hear the audio of the menu opening, but it never actually loads
u need to open the 8888 TCP Port
on top of the 7777 TCP/UDP
Both of those ports are open (which shouldn't make a difference over LAN but I digress).
Firewall exceptions on the local server have also been set
It's a LAN server xD
oups mb
I just open v4/v6 7777/udp/tcp and 8888/tcp
For what it's worth, they are open though lol
Are they xD
linux or windows ?
Yeah, planning on playing with friends but wanted to make sure I get it all set up on my end first
Windows
So what is this, a Windows box inside your NAT/v6 based LAN?
make a .bat and add -MultiHome=0.0.0.0
I wouldn't personally do that xD
Configure the Windows box Firewall so that those ports are open
Configure your router to NAT forward those externally exposed ports to the internal system
Firewall config for v6 if you want to do that
Ideally Windows box has a static internal
And bear in mind like anything, if you are opening port mappings, i.e. breaking through your firewall/NAT, you are technically exposing a service/system to the outside world
If your friends have static IP addresses, and your router supports it, limit connections by source IP as well
My friends are not nearly that tech savvy lol
xD
Could it be something weird with my client? If you're willing to test I can shoot you the IP to try connecting and see if you also get this lovely loading screen
PM me and I can try
Fixed it. I wasn't paying attention, and it was in fact trying to use ipv6. Just added the multihome argument to get it rolling
Ah okay, I googled it, as in bind to all interfaces, I'm used to servers on Linux rather than Windows xD
It was bound though, I could connect, meh xD if it works it works
see hehe xD multihome is the way
I only have ever run servers on my Linux systems, Windows is a new place for me, it's just used primarily to play games xD
Seems so XD
hehe
multihome ftw xD
I still don't understand the choice to pick 7777/udp/tcp and 8888/tcp. These are some of the worst ports to pick
All these poor users who are suffering with portscan and issues because you picked 8888? Why? Of all the ports, why did CSS pick 8888? It makes no sense to me
Hey everyone. Does someone have a recommendation for a dedicated server? I've tried to set one up for me and my friend, and I can get into it, but my friend can't. Im on windows 11 if that makes a difference. Thanks!
I've followed this video if it helps. https://www.youtube.com/watch?v=28qffd4l86g&t=1s
u must open the 8888 TCP port on top of the 7777 TCP/UDP
it is what it is
Thanks!
Hey got a problem with a newly created dedicated server. We had a bug where a milestone didn't register. We restarted the server to see if that would work, but now the server just says "Failed to connect to server API" even thoe the server shows up as online.
what does the logs says
is it just me, or do you get odd things into ur console? dafug is that "Hello" š, i posted this here, because in singleplayer this kind of data never has shown
Hi everyone, looking for help to set up my dedicated server. I followed the step by step guide on reddit and I successfully created a server with the SDS app from Epic. I can join with my local IP but when I try with my public, I have the "fail to connect to the server API" error. The workarounds that I found is the use [ ] around the IP and it works! But when I join the server I have a network issue "Connection to the host has been lost". I checked my firewall and the mapping and all seems to be correct but I am clearly not an expert... Someone can give me a tips? The wiki is a bit overwhelming for me š Thanks!