#dedicated-servers
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mmm winamp still kicks the llamas ass
yea, thats another story, you have to compare it to your experience when you join aa friend, this has always been bad ๐
if one hosts it locally, you have the advantage, that at least 1 player got a good experience ๐
but on dedicated it is fair, all have the same issues ๐
Yikes I wonder if that means the fix won't be coming any time soon, if it's always been like this in locally hosted multiplayer
Yeah it's always been a doozy trying to use trains in multiplayer lol
ya, I'll probably just avoid trains until some of the issues are ironed out.
in the stable, one of us hosted, so he had the responsibility to configure the train routes
Unfortunately my friends and I are ~90 hours into a dedicated server save with a decent sized train network lol
it didn't work on joined clients reliably
Might have to do local hosted or something for now
@lofty latch Got it working! Added UDP rules in addition to the TCP inbound rules and it found the server. Thanks again for all the help!!
yea, they will have the same experience on your machines hosting
but you as a host can do things that you could not do on the dedicated as a client
90hrs!! it just came out tuesday lol
I've got 45hrs with my friends, I thought that was a lot
haha 90 hours is actually disingenuous, I think he left it set to run when we're not on
I'd say we've probably played like 50ish
mine is at 104 hours
We just unlocked Tier7/8 finally ๐
2 Active out of 4
ok
i didnt thhink i needed to buy a second copy to use dedicated servers
Is there a way to see the current milestone on the server?, mine is hiddne
its a known bug atm Jadeshaw
oh ok thx
You dont need to but a 2nd copy Hugh
ok to post an image?
Yes @marble light
this is on my dedicated server with a separate steam log in
does anybody know how to change the amount of saves the Server is keeping?
Use SteamCMd and login anonymously
dunno but worst case just delete them from file system ๐
ok thank you @main void
he is only keeping the last 3 but i want all of the last 48H @haughty zodiac
This is why I wanted a way to call the save method on a cron
does anyone have trains loading/unloading on multiplayer?
had to set it up in single player
@grand geode I added -NoSteam Tag.. and tested again, no disconnect 30 min nonstop driving.
@grand geode how do you mean? it just doesn't work in multiplayer?
nope had to re-created the freight platforms / timetables in single player then it works ok when you put it back on server
i've got a simple setup. only two stations with 1 frieght platform each on a single closed loop. no matter the configuration they won't load/unload. got one to unload once but never again since.
hello someone know how long the "server is preparing a new game" can take? i got a 2vcpu 4gm ram vps and it takes more than 15 minutes, is this normal?
no its takes like seconds
okay thanks
4GB of ram likely wont be enough ๐
recommened are 6 but should work with 4
I had client crashing issues when I ran it with 4
Those are normal errors, ignore
Anyone else experience a bug with the server list when a server goes down? Had to re-add it to my server list and wanna let someone know about it
look it up there ๐
Never ran into such an behavior
Are there recommended/minimum cpu specs? Would a 32-core server make up for low speeds?
How low?
2.93 Ghz allegedly
the server is single thread, so a high IPC is crutial. ๐
prob. Ryzen 5000 or Intel 12th Gen would be better
Dang. Well it'd be free so... Lol
im running mine on a 4790k
what is a non-dedicated server?
Update 4 multiplayer host
I don't know if you should (or even could) compare these.
From a performance standpoint only
is like comparing apples with pines. 2 different things.
I don't know if this was the trick that solved the Client Timeout error, but I changed the setting "Energy Efficient Ethernet" to false on my NIC which may have solved it. No guarantees as also did a lot of driver updates (which didn't solve it on first restart).
I'm running the dedicated server on a tiny mini PC with a Celeron. Works fine (if ignoring the bugs, of course). That's just with two players and mid tier factory, so might change my opinion down the line
What I mean is would running a save on a dedicated server use less cpu than hosting the game on my own box
That I'm trying to play from
I can only guess, but I would say the total should be about the same, you're just splitting off the server load to the dedicated server.
it should add up to the same use.
Ah, thanks
yeah prob. that did the trick. Thats a known windows problem
blimey - how obscure is that!? Well, we'll see if it is it
the problem is that the nic dosn't get data all the time and so it powers down to save energy.
then you see the disconnect.
how do i join a friends dedicated server
have you downloaded the experimental version?
yes
then you see a server manager?
yes
there you have to type in the external IP of your friends server and hit connect
might get asked for a password and then you should be fine. ๐
wait how to we get a server
I want to setup a dedicated server on a headless Linux box, but I purchased Satisfactory back when it was only on Epic Game Store... am I screwed?
Are the floor holes still borked on dedicated servers? They seem to work alright in single player, but despite my best efforts I can't get them to function on dedicated haha
no use steamcmd
No, use SteamCMD - it is free for all to download/setup
seems so.. ๐
I don't have to own the game to setup a server? okay
I'm havin' the same issue haha. Can only snap above or below, not both on our session
yes. ๐
great, thanks ๐
set one up?
how
Read the wiki, the pinned message in this channel
the wiki is confusing me
then you prob should wait until its fully released. ๐
Running a dedicated server may not be for you then. Maybe you'd be more interested in paying a host? ๐
try one of the automated options instead then?
If you're a madlad who runs ArchLinux on the server, there is a package in the AUR. It's as simple as installing yay then yay -S satisfactory-server
there's a section on the wiki for it
There's a video by some strange british man that can help
lol xD
ok what about how to find out the external ip for a friends one
๐ @lofty latch
Change your nick to "Some Strange Bit" Mike
Anyone having any issues with trains not loading oil?
We built a two way train line from main base to oil to pick up oil and bring back to base. We initially had issues with oil filling the station, but that seems to have fixed itself with a restart. But now no matter what we do, the train doesn't want to load the oil. It'll dock and immediately head back to the other station and so on and so forth just ping ponging no matter what settings I change, flush oil and refill, remove train and create new.
For clarification, it's a single cargo car train with an engine on either end
I think there are definitely folks having the same troubles as you Mister Pipps, trains seem to be a bit of a pain point for most on dedicated servers
Especially since nobody gets the benefits of being the glorious Host, who has magical powers to access/edit the train schedules lol
Well, I've been able to get into the train and change up the "if this, then that" programming if that's what you're talking about. But it doesn't seem to make a difference
You took the save, loaded it on single player, set the train schedule and it put it back on the server and it's g2g?
I've heard people having success with that
Trying this workaround, I'll report back my findings.
Report on qa site because they made some fixes for train setup last week
theres loads of posts about it already
like one of the problem on a dedicated serve rjump in a train and the client ranodmly crashes
normally when trying to view the timetable
Just up vote it then
as is said, its experimental. you can't expect that anything works ๐
I doubt it's going to get easier once released. The server will still need installation and port forwarding will still be required. Many things will change but the basic setup procedure will likely not change much.
but at least, we can trust your QC that everything that should work, will work. ๐ Also it might be less frustrating, if you write a real documentation with full release. ๐
But that is going to have the same steps. And for the most, the steps in the wiki work(all of them, as far as I'm currently informed). If they don't, we want to know.
also in my opinion, it shouldn't be too easy. Hosting a Server (with port forwarding and all that stuff) is kind of a security risk, so you need to have a bit of knowledge.
It should be easy to host a server locally. And that is kinda easy, assuming you can install from steam.
@rose valley Sorry for the ping, but do you happen to know of a way to get the automatic restart and update on an OpenRC service as in when not using systemD?
I can only see it with my own eyes. for me it was easy. But I know a lot about Linux and Servers. For someone who is scared about the command shell, it prob look complicated. From a Development view, I would aggree that it should be easy, but from a security view, I don't think hosting should be soo easy.
its in the wiki.....
It IS not.
yeah but that's the thing. beyond the simplest use cases, it's still a command line application. and that we won't be able to do anything about.
Which lacks automatic restart and update.
I have no experience with OpenRC. As far as I could quickly tell googling a bit, it doesn't have support for that. This thread on reddit seems to have some information on the topic (and some workarounds):
https://www.reddit.com/r/Gentoo/comments/dl5m7h/how_to_keep_a_service_running_autorestart_with/
because with openRC that shouldn't be easy possible. ๐
Apperantly it is possible, but with the help of supervise-daemon.
Altough, I have no idea how to use that. :D
even under gentoo you can switch to systemd, wich is much more easy.
I use linuxgsm for server and have setup crons for auto updates and restarts.
I dispise SystemD.
"The real anger against systemd is that it's inflexible by design because it wants to combat fragmentation, it wants to exist in the same way everywhere to do that. The people that dislike systemd are mostly the people that wanted to choose, and systemd takes this away with Lennart's primadonna attitude typically coming down to 'You shouldn't be caring about no longer being able to do this, because I don't care about it'."
you basicly need to define a health check function so the openrc can now when the service has crashed.
when you have done this, you can let the supervisor check for that and then restart the service.
Pretty straight forward to secure if you follow some basic steps, don't run anything else on the vm unless needed, install under separate user that isn't privileged, keep the server updated. An attacker would need to be able to exploit the Satisfactory server itself to try and gain access to your machine. If the user running the server doesn't have privileges there isn't much they can do even if they get access.
IMO everyone should run their servers containerized, and ideally in rootless containers using podman, not docker. But I don't feel like taking such a hard stance. I feel it could backfire.
I'm yet to research doing things with podman rather than docker.
Had a short test-run with a friend on dedicated servers over the weekend, and while it mostly worked (excepting known issues like the rebar gun), my friend reported that the "perceived" latency was pretty high - we both had actual latency of about 180ms to the server (and then the same again to each other). He said it felt like 400-500ms, while I'd say it felt more like the actual latency of 180ms. I'm not sure if I'm just more inured to high latency, or if there was an actual difference there ๐ค But at least it worked! I don't have to be the latency pariah anymore ><
no you are right about that. But the thing is, you need to know the tools you are using and not everyone wants that or has the time to. If you do this for a living, there isn't a huge problem with that, but for some folks who just want to play the game.......
podman
I like you.
Docker a shit
Podman is much nicer
isn't podman syntax compatible with docker?
yes it is. ๐
or at least thats what podman wants to be ๐
Yeah, that's the thing - I do a lot of this (or similar) for work, so it's not a big deal, just mildly time-consuming. But for someone who wants to do this with no prior experience? They're honestly better off paying for hosting. Hosting will probably be a bit on the expensive side, though, given how RAM and CPU-intensive this game is ๐ค
I make server automation tools for work, who needs hosts? ๐
I want to host a server midway between me and my friends. Since we're on other sides of the world, that's going to involve paying for some sort of host ๐ค
It did bring a nice idea to the table so credit where credit is due. But podman is more secure by a very wide margin.
yeah. they brought containers to the mainstream. and containers are beyond awesome.
"It works on my machine" - ship the entire damn machine xD
you just need a cheap VPS/dedi and a management system
no need to learn how the actual game server works
It's really just another type of abstraction layer, but it works
It's not far away from chroot on steroids
Yeah, its the spiritual successor to FreeBSD jails
Yeah, basically - chroot + cgroups + a few other things, but packaged up nicely and made easy to use.
looking at the data - it's interesting seeing that massive spike in demand for Satisfactory servers the day after they came out
I'm sure a lot of people were eagerly awaiting their arrival. Binary black friday, only no cellphone videos of fist fights in the department store entry way, and no angry comments about how the filmer should have held their phone landscape
I knew it was coming soon, I stayed up working for hours after it dropped xD
then had about 3-4 days of non-stop work after that keeping up with support
Even CreeperHost has Satisfactory as an option. :D
I'm thinking about setting up a PPA to make life easier for Debian/Ubuntu users. For the experience of it anyway. Because our hypervisors are Proxmox there is no escaping the deb family for me.
Is steamcmd not in Debian's normal repos?
At least on Gentoo, it's in the portage tree directly.
I mean packaging the server up completely
Aaah, fair enough.
does exploring the world increase ram requirements on dedi?
The dedi for the most part seems to function just like the client, so it's mostly the size of your factory/savegame that increases RAM requirements
any idea why i get "Could not bind to port '15777'. Server cannot continue initialization" when starting the server? is it a port forwarding issue? it worked not more than an hour ago and i'm pretty sure i didn't change anything that could cause this
is the server stoped correcly
A PPA for Satisfactory?
Port Allready in use
oh yeah i know why thanks
A PPA for the satisfactory game server, yes.
make sure there is not a version already run or a process on the port
No need for it ;) with steamcmd its easy. and with Docker too. so No need for a PPA, which installs steam
are you linux or windows
Confirmed, taking your dedicated save into singleplayer, and fixing your train settings in there and loading back into server fixes the trains issue. Unfortunately you may have to do that for every change until they come with patch
whats wrong with trains
in linux you can run netstat -nlp|grep 15777
So what's currently broken with trains?
Trains weren't loading/unloading resources from stations
trains work for us , but start was very poor and didnt config right
but idk how they managed to get them to work right, idk what was teh issue
your mileage may vary
Here's my thread from earlier
its a hit or miss subject, some people have issues, others dont
I fixed my trains not loading by flipping the side of the cargo loading, super inconvenient but it worked
Maybe easy for you, and for me, but for quite a few others not so much. Experience is relative.
I think that is normal I have the same issue but my server works just fine
i dont know what to do after installing the dedicated server application
a PPA does nothing Else as Install it Manual or by Docker. and when U dont know how this works, sry for that now, Rent a Server. then a own Managed Server is nothing for u
Try to connect to it
connect from in game
connect to what
The server from in game
what server tho as im not buying a server
Your ip
ok
Server it this case means "the machine running the game server"
Your hosting a server on your pc to to connect to it, the IP should be localhost or 127.0.0.1
When you say "Installed", did you literally just install it off steam, or have you configured the dedicated server, started it, and now want to connect to your dedicated server with your client?
i installed it from steam
If you were hosting the service on another computer in your house you would be connected to an IP similar to 192.168.1.115
Since this is the same machine, start your game client and try to connect to 127.0.0.1 in the "Manage Server" dialogue off the main menu @timid shard
can also just do localhost more human friendly
Coffeestain should remove localhost Servers without real IP. too many people try to Run a Server insteed using Multiplayer and dont know what they do. sry Just my 2 Cents.
No, no they shouldn't. Hosting on a LAN is a perfectly acceptable use cage.
But the game runs so much better when it's just a client to a server. So much better that I think running a localhost server is a great use case.
That's actually how Don't Stave by Klei is engineered, isn't it?
I have 4 people in my house who play satisfactory and dedi is 5x better than P2P since I have a capable machine.
If you have the RAM for 2 running SF instances :) a Server alone Take 5 Till 8gb :)
I can think of quite a few games that use that architecture actually.
So?
wouldnt be the first game to run the game in a localhost client/server combo
and its not 2, its 1 and a half
will ther server close once i turn my pc off tho
clients connecting to Dedi use half the ram as P2P
yes
ah ok so my friend can only play when my pc is on
just dont turn it off
Like in Multiplayer
yes inless its on a seperate host/computer that stays on the game will stop if your computer is powered down
But such questions are the Intension to remove localhost dedis :)
idk what localhost is
Yeah, I would expect quite a bit of natural deduplication, because there is a lot the client no longer has to take care of.
its the loopback address for the local machine you are on
Think of localhost as the "no u" uno card
"Its not you its me"
knock knock.. whos there ... me .. me who .. 27.0.0.1 ... classic
I'd tell you a UDP joke but you might not get it.
There's no place like 127.0.0.1
the joke is about not receiving packets(The joke)?
Who's there?
Knock Knock
A UDP packet who?
A UDP packet.
A UDP packet cannot be guaranteed to arrive when you expect it to or in any given order.
Yep
well I guessed it lol
if it isn't udp, it's dns. every. darn. time.
UDP where the last peice of data you need shows up before you needed it
UDP invented time travel!
I'd like to tell you a TCP joke.
Okay, you may tell me a TCP joke.
The joke will require 1 packet.
Okay, I know it will take 1 packet.
Here comes the joke.
I am ready for the joke.
TCP is a stateful protocol, it has a lot of overhead but is highly reliable.
I have received the joke.
I have finished sending you a TCP joke.
I understand you have finished.
Goodbye.
Goodbye.
udp is the internets way of giving computers puzzles to do in there down time
thats not a joke, that is an re-enactment
when my friend trys to join my server when he clicks confirm nothing happens, no eroor message either?
UDP is like shouting your message into a megaphone and hoping that the person you're trying to talk to is in earshot.
A UDP packet walks into a bar.
A UDP packet walks into a bar.
A UDP packet walks into a bar.
You're probably going to need to look into port forwarding. If those words don't mean anything to you, you have a long road ahead of you. Starting here would be advised: https://satisfactory.fandom.com/wiki/Dedicated_servers#Port_forwarding_.26_firewall
Because of COVID19... I will be converting all TCP applications to UDP to avoid handshakes.
I didn't get it /s
I'm wearing an IP address mask of 255.255.255.254 - no packets can get in except my own
Three UDP packets walk into a bar ... The first says "I'll have a beer" ... The third says "I'll have a whisky" ... The second says "I'll have wine" ..
The barman asks what they want to drink
Also a super good resource once you go down the rabbit hole is portforward.com - it has most routers on there I believe
in all fareness a real udt joke would arrive like this "a it. the then to mine tell but joke protocol, friend me me get I using warned UDP might of offered not A"
https://www.youtube.com/watch?v=2G1ueMDgwxw&ab_channel=PowerCertAnimatedVideos is also a good watch
most of the videos from PowerCertAnimatedVideos are good for new people getting in to servers and stuff
is any one else having issues with smart splitters?
I'd tell you my own udp joke, but I'm not sure you'd get it.
Might be worth making a post with a bunch of these "Networking 101" resources and pinning it, since this channel is getting a pretty wide range of experience levels - some with absolutely no understanding of computers beyond "steam makes games to BRR", up to "been doing Unix admin since before you were born!".
what for issues? i use 50 on my Test Dedi and have Not any Problems
true
What's the autosave interval on the server and how do i change it?
Lmao. I think maybe we should take the chip-posting to the #off-topic-general room 
I might be wrong but the server saves on disconnect
I just unlocked the in my gameplay last night - will have to test it. I have noticed that the regular splitters seem to clog too, but for me it's just cosmetic
That's right, it does. I think it autosaves? Definitely haven't been paying attention to that
Dedicated servers auto-save as often as stand-alone clients, AFAIK. And, interestingly, I didn't notice any stop-the-world issues when it did, but maybe I just wasn't paying enough attention?
Same, it seems smoother
will still depend on world size
They felt a bit wonky at first. Are you using all the output ports on them? If not, maybe set the ones you're not using to "None" and see if that helps?
i believe by default dedi servers autosave every 5 mins
or when a player disconnects iirc
Both of those are correct. I haven't looked into whether or not the 5 minute period is adjustable; theoretically it is but it isn't exposed as a simple option anywhere.
I use localhost so I should write in the router IP to join? IPv4?
just one
If you're running it local on the same machine, should just be localhost and then the port. If it's on another machine in your LAN, then it's that machine's IP and port
Anyone else having the problem that pipeline segment updates take a long time on a server?
Been looking at my coal plant for 5 minutes now, and only 4 out of 16 coal plants have turned on. And it's not because a lack of headlift
restart Server. Looks Like to less RAM. you need 5 Till 8 GB. i had Sam issues with to less ram
Not sure how much RAM I have. It's a G-Portal server. Current mem in use is 5709 MB
I tried adjusting it in my Engine.ini, but it didn't seem to change the frequency.
8 mean they have 8 gb but shared
Well, nothing changed...
๐ฎ do you think this would work for the base game too?
where can i find the session save files?
Probably, I think the config option works for either.
Windows:
%LOCALAPPDATA%\FactoryGame\Saved\SaveGames
Linux:
~/.config/Epic/FactoryGame/Saved/SaveGames
Do the devs have the ability to restart the servers remotely?
I wouldn't be running a server inside my own network if anyone bar me could access it that way ๐ so no
Coiuld I be running into a bug with the pipe floor connectors?
Do they cause bad segement updates?
I would definitely not want this.
I just connected to my server and got a message that the server will restart in 2 minutes. No one has an admin account there except me.
I've never seen that
Hosting provider scheduling a restart?
nope my root server
Hum. Odd!
@valid geyser sessions forcefully restart every 24 hrs (at least they do in the base game)
ah ok
When logging into the server, I enter the server name in the name field, but the game crashes
help pls
Interesting! I didn't know sessions restart. Haven't noticed that on our server, but we also restart it quite often because of all the bugs with conveyer belts disappearing. I'm mixed on pushing restarts - it's a nice way to push an update, because steamcmd is awful to machine parse to check if there's an update.
That being said, I understand steam doesn't exactly push content out uniformly across their CDN, so there may not be a set point in time to apply an update across team pipe.
It does not restart the server, only the game session. It's to prevent time drift. Time is a float in UE4 and that has limited precision.
thanks for the clearification Bogdan
In other words, it saves the game and loads it back up.
:shocked-pikachu-face:
Honestly surprised I didn't know that, I did a little bit of playing learning UE4 a few years ago. Didn't do anything that needed anything better than tick resolution though.
so iv been fiddling around and i got dedicated servers to work and learned a lot about port forwarding on the way. now my question is specifically about satisfactory ded.servers. if i have the server set up but i want to relinquish control of the server to my friend(uncaring of save data) how would i do that?
Every 5 minutes over three autosave states
@reef lily you'd give them the admin password
has dissapearing entities been fixed yet?
ooooh i thought that was the password to access the server. thought since i created it i alone had control and everyont else had to use that password to get in
theres 2 password fields in server manager
client and admin
client is for players joining
admin is, well, admin
for managing the server
i see now. i need to pay better attention
henlo
thank you!!
symlink steamclient.so
i think its in the docs, no?
at the bottom
yeah exact, thanks
gonna try it out
sdk64 does not exist in .steam
...???
the whole folder is missing
did you put the right home dir
when is that folder created?
yes in fact it should find it by default
like
without symlinking
/home/steam/.steam/sdk64/steamclient.so
how did u install it
might be inside a steamcmd folder
steamclient.so doesn't ship with that. You can find it delivered with Satisfactory, I think in the root of the install dir. You also have to create the directory sdk64 - e a mkdir sdk64
bizarre that this file should be in private user folder (.steam) but its inside the satisfactory server
exactly
I am not a steam nor UE4 developer so YMMV
Your Mileage May Vary
bizarre
Do you have any suggestions what i can do if i have some ghost vehicles? When you get kicked from the server while in a vehicle, you cant enter it again.. Inventory also gone ๐ฆ
@devout dune i had issues with the steamclient.so file myself even tried putting it in the correct spots but the game still didnt find anything
i mean server is running and i can connect so its fine
yeah looks like its becoming alive
slowly...
I actually was ingame for a moment
but it died instantly
guess server is not powerful enough, gonna have to buy some ram
did you actually get ingame and play without fixing the steamclient.so file?
can you play in it?
Yes, multiple epic games owners and at least one steam owner.
I got some in my garage you can have
Seriously. Just upgraded some in the main gaming rig, and then the RAM all trickled down through the streaming PC and then the crypto rigs. Now we got like 32 gig or corsair or so just sitting in a box out there in another crypto rig with no GPU(s) to mine
Yeah, you need more!
I just want to give a shout-out to Coffee Stain, especially whoever worked on dedicated servers. Weโve got about 7 people participating on a server. The game is buggy as hell, and we fucking love it.
Same
Itโs like crack
We have 6 players, with 2 being "bought the game yesterday" new. Has been a blast so far.
most definitely!
thanks but don't worry
hey so one of you wizards, this modem is wanting a public and private port, i feel like using 15000 as the public and private will cause issues
feel like that isnt right
So I think we just killed our dedicated server save (well almost) we powered up a 216/min AI Limiter factory and stuff went downhill quickly after that ๐ฆ
did u have monitoring on the server? what happened
but cpu usage or just experamental things? run outta ram maybe
more like network protocol like people can barely build belts or do anything
its a "big build" 82 hours 4-8 people (max 4 on server at a time). Tier 8. Lots of pure recipes and just simply too much for server to be able to deal with it
like our build pace has been "fast"
Think of the modem as a doorway. The internet side is public (or outside) and the inside network is private (or inside). You can easily translate a port from public, say 15000 to private 50000 if you wanted to. However, Satisfactory server doesn't support redirect yet, so don't do that. Private/Public being the same is ok here.
savefile time is up around 8-9 seconds now.....
awesome! glad to hear i managed something right
now lets hope my isp dont shut me down
haha
It just seems to much for it....
i doubt it they will shut you down, the ports being used are not restricted or heavily monitored like SMTP or HTTP, etc. Unless they have strict data usage policy, you should fine.
that what i was kinda thinking,
Can i play on the Server with mods?
:Created socket for bind address: 0.0.0.0 on port 15000"this implying its open to all ips id assume?
Yes, it binds the port to all known IP address you have on the machine. So if you have multiple IP addresses, it'll listen on both address.
awesome appreciate your knowledge
be best to designate one ip in that instance tho id assume?
-multihome and my local ip i believe
i haven't dig deep in the config file but usually using 0.0.0.0 is a way to bind to all active network interface on the machine and all IP address, such as IPv4 and IPv6.
oh okay, im sure someone much smarter then me will have the answers here in the next months,
any way to check if the servers connectable by wan without a homie?
well, they are still developing and not all their documentation are out yet. Just enough to get us started
exactly
Sockets are generally open to all ip's anyway. But the program can see where its connecting from (tcp) or where the packet is from in(udp). A bind address of 0.0.0.0 means all interfaces
Except in ipv6 where :: is basically all interfaces
Anyone else ecountering that trains are not working on dedicated servers?
won't unload at platforms?
Several problems includung (1) freight not filling up and having to rebuild, (2) train not being loaded and now (3) the train not finding it's way (unreachable stop) and misplaced icons on time table map
yeah pull it into single player rebuild all freight platforms and put save back on dedicated server as work around
Hmm sounds interesting, can you give me the paths for the savegame locations?
they are just normal savegame locations
yep, I play on Steam version too
when running FactoryServer.sh the server launches successfully but when doing it as a service it throws "LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870", why is that?
yea that was an annoyance...
do you have this problem too?
yep, server is playable tho
oh is it
even have it set up as a service, and PC auto reboots at 6AM UTC even
i mean whole PC shutsdown and all...
you can ignore this.
yea... normally when I see red text and the words "error" or "exception" i think "ahh crap..."
habit of mine from having to scour log files of friends of mine
yeah i mean there are errors too when running the script directly but the output is different so i was worried it wasn't working
Oh no, thats a hell of a work around ๐ฆ
you build them all in the dedicated server. Then just replace them single player not that hard. Just get people to hold a list of what has been built
Yep just noticed the same problem too.
There seem to be some invisible belts on my server now, can't see them or delete them, but they do transfer items ๐
How can I increase the player limit on a dedicated server?
https://satisfactory.fandom.com/wiki/Multiplayer#Sessions_with_more_than_4_players
on my linux the config is in ..../FactoryGame/Saved/Config/LinuxServer
You can restart the server, or leave the zone and come back. They might page back in.
It's a known bug
Hey, i just set up an dedicated server on my laptop i did all port forwarding etc. but my friends cant join the server is shown as offline
yeah, that was my idea aswell, server auto reboots every night, they haven't returned after 3 days ๐
It seems more prevalent in really dense areas of factories.
How can I load another map?
I made a new map and now I want to swap back to my other map
in another area just deleting all the splitters did work, but here it would mean destroying half the factory ๐
Damn... Really annoying bug
found this in the log:
[2021.11.01-21.33.24:859][730]LogFactory: Warning: Put down failed because we where never equipped.
[2021.11.01-21.33.30:512][820]LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147456217::SetMeshes, This cannot be called after PreStarted.
[2021.11.01-21.33.33:594][866]LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147456199::SetMeshes, This cannot be called after PreStarted.
[2021.11.01-21.33.33:594][866]LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147456200::SetMeshes, This cannot be called after PreStarted.
[2021.11.01-21.33.35:379][896]LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147456175::SetMeshes, This cannot be called after PreStarted.
[2021.11.01-21.33.35:380][896]LogGame: Warning: BP_MaterialEffect_Dismantle_C_2147456176::SetMeshes, This cannot be called after PreStarted.
[2021.11.01-21.34.02:681][311]LogGame: Warning: BP_MaterialEffect_TrainTrack_C_2147455961::Initialize, No material set.
Hard to know for sure, but if you got port forwarding from the gateway to your laptop, make sure firewall on the laptop has those ports open for inbound connection as well.
yes i did that already still marked as offline
do you use linux or windows?
you wanna check here
im using windows rn but i will try in with linux if i cant let in run
Tuff is your server up already?
is it saying its an incompatible version?
nope both the same version (CL#170636)
now I closed the game bc I thought an Update is out ๐
sorry Red was just trying to give my 2 cents on tuff's issue
no need to be sorry, was done for today anyways, have to redesign my factory anyways ๐
never place the floor too low ๐
๐
have you opened the ports on your router?
might wanna double check with a port scanner if it show you that the ports are open or filtered.
nmap is good for that.
you give it the ports and your external IP
make sure to scan udp ports
also if you wanna host locally, I would set up a dynamic dns service with a domain (there are many free options out there), so if the public IP changes you can use this instead to connect and don't have to hand out the ip ๐
yea router and laptop both open
also if your ISP uses DSLite / DualStack you can't host it locally due to a missing IPv4 Adress. You can check this if you get an external IPv4 Adress in your Router as the external interface.
yea i set the ipv4 with all ports that are needed for satisfactory on my router for my laptop etc. i will check tomorrow if i can acces them via an port scanner
why can i connect to the server but my friends cant?
says its offline for them but im running around playing just fine
ports forwarded?
yeah
no internal
you need to hand them the external IP
but i use the internal to connect myself?
yes
If theyโre not on the same internal network as you, then the internal address wonโt help them.
aaaaaaaaah. makes sense now
internal IP = everything in your house (or flat)
external = everything from outside your house
they have to connector to your external address, then your router will forward that traffic to the internal address.
so long as you set up forwarding on your router
(and setting up forwarding on your router is beyond the scope of us here)
just google your router model and port forwarding
there is user manual and sites with easy step by step
he said he did that (if he knows what that means ๐ )
Next issue: Anyone know what I should edit in the engine.ini to increase the timeout limit for incoming connection attempts? can get clients connect to the dedicated server from external IPs (so port forwarding is working fine), but I need to give one of my kids on her older laptop a bit longer to load before the server closes the connection as a time-out.
did you check with a port checker?
have you checked the firewall?
does your ISP uses DSLite or DualStack?
Hmmm seems that
[/Script/OnlineSubsystemUtils.IpNetDriver] ConnectionTimeout=xx.0 InitialConnectTimeout=xx.0
might work. gonna give it a try and will report back
Hey all, hoping someone can help me real quick.
I just started up a new Dedicated Server on Experimental.
port checker says the ports closedc
I created a Session Name, and created a new world.
But I want to import a save with that same session name.
there you have the problem. ๐
do that.
insetad of 7777 use 7777-7787
is this on LAN? try using the local address, might load faster
just shut the server down, delete all save games that might have been created so that only the save in the folder you want to load and you should be good to go
just replace sav in server with what u want loaded
That's the weird part @foggy agate, in the FactoryGame/Saved/SaveGames directory there are no saves in there.
check .config
I deleted all of the save files when logged into the game too.
u have to goto the server folder
And I placed the save I want in the server folder.
max just load the game you want while the server is running
not the games save folder
they are in /home/useryoucreated/.config/[and so on, use tab]
he can't if he used the same name ๐
AH
Yep, on a lan and itโs just a slower laptop, so itโs not loading all the assets fast enough, I suspect. ๐
where i can find a list of all console commands?
in the folder should be a lot of .sav files, there you want to put the save file you want to load, then restart the server and everything should be good to go. ๐
and a server.savegame
thats save
server.savegame save_name_here
exit
Yup. I was in the wrong directory with the exact same structure. ๐
Yeah, and the game.ini file is in the other directory. Super strange
i cant figure out why my port is closed
thats how steamcmd is stucered, you could set another path if you want
you might want to contact your ISP then.
Then again, we're talking about a game whose root directory is called "FactoryGame" so really anything goes when it comes to directory structures. 
did you open TCP instead of UDP?
also, port checker might only check TCP, the game uses UDP
so theyd show as closed even if theyre open
possibly your ISP has it blocked off on your modem/router? may need to check with them.
be sure you opened UDP on the router
when you try to connect it should say a port number somewhere in the error string
make sure its open
if you feel comfy with that, send me your external IP, I can check that on my end. ๐
like i set my server to 15200 and it needed like 15201 open which only showed in the error
maybe this got covered but do you have a software firewall running on the host machine?
or if on centos/rhel, selinux could always be a culprit.
Anyone else see these weird shadows on some objects?
its upside down ... its a hangman setup
Found it where its happening on the Ultra shadow quality setting. It isn't happening on any other shadow setting unless its ultra
post on the bug site if u want and its not there
i just was having fun .. it does look like stairs upto a hanging thing
guys is there any basic guide to ubuntu port forwarding
i did an install with linux gsm
you have ubuntu running your router?
u port forward on router or firewall
i have an external linux server
with Ubuntu there is ufw in place
check with sudo ufw status
so its doing nat for you? or its on another network?
u forward to the comp running ubuntu .. not the os
its a traffic cop between internet and server computer
i already forwarded them in my server management panel
but i thought i have to do some iptables tomfoolery
only if you have linux running as nat in front of your server
also i heard that SDL warning can be ignored, i installed the libsdl2 32-bit package already
sudo apt install libsdl2-2.0-0:i386
this will fix it
reboot the server
already rebooted aswell ofc
prob won't recognize its installed
plus forced an update to the linux gsm instance
didnt change a thing sadly
this seems kinda weird to me, is this normal?
yes
and the steam failed to init warnings?
that mean the service binds to any interface on port 7777
at the top
do you run it on your own hardware?
no
in a datacenter?
yep
its using all available internet adapters to monitor those ports on each
7777 should be a small range cause thats teh port the server increments if it fails to lock in the port
and u can You can already do that if you pass -multihome=<adapter ip>, then it will only bind to that address instead of 0.0.0.0. Some people on this channel have tried that so maybe search for multihome and see all the exchanges on the topic.
<@&387163995947270144> @dusty torrent is posting spam ๐
ban plox
Is it ok to just close the server console on windows or could something break when i do that?
yes
close it if u want to stop the server
ok and btw is there a way to enter commans without the ingame console?
i can't type in the server window...
or use some console
how?
ok
So Im still trying to join @reef lily server and get a UNetConnection Network Error
any Ideas?
keep trying or reboot ur stuff maybe
Is anyone able to get trains to work on dedicated? Work fine in single player, but we can't get them to unload on our dedicated
sadly didnt work. Server restarted, pc restartet and network restarted.... Checking my steam files now, but I dont think thats the issue
has anyone had a problem with getting fluid into a train platform?
i heard fluid trains are broken in general atm
anyone have a work around?
yeah, coffee stain
lmao
= the next patch
hey dumb question, anything special i need to do transfer a save file to a dedicate server
depends on what you need to work around
fluids into platform.. just above that post
Package it and transport it as a solid?
i would cuase u move more
but u should chat about game play in #satisfactory-experimental
Package the fluids and move it with freight cars
Has anyone run into this error:
โ ๏ธ Network Error
Invalid authentication token.
I don't see it when running the server from my local docker, but when connecting to my Azure container instance with the same image, I get the error after attempting to join the game after creating the session.
Is there a good way to keep informed about new patches released for dedicated servers?
Yes! Adding this to the Engine.ini extended the connection timeout long enough for the older, slower laptop to finish loading the assets and joint the server. Iโll add this to the Wiki.
Iโve set up my dedicated server to restart every night, after I go to bed, and in the startup script, I have it set to check SteamCMD to update and validate, then to continue on to starting the actual server.
that way its a fire-and-forget kinda thing ๐
I've taken a pass at a major re-ordering of the Wiki to put things in a sequence that makes more logical sense, and removed some duplication of redundant data.
@quick mist great idea, btw, about logically sequencing the wiki page. ๐
thanks!
In the next day or two I may break out all the NSSM and SysstemD stuff to a separate Automation page
As I mentioned on the talk page, I think thatโs a great idea
Gotcha, yeah mine is setup somewhat like that, but I am anxiously waiting for the rebar gun bug to get fixed and was wondering if there is like a patch notes feed for the dedicated servers
Weโll likely also want to figure out just how far we want to go into whatโs UnrealEngine stuff versus whatโs Satisfactory-server-specific stuff (Unreal Engine subsystems like the IP network stuff, etc)
great question. I havenโt seen one yet
It was really clever of whoever first added the Systemd data to use the PreExec directive to have steamcmd update the server any time it is (re)started. the only downside is that a restart takes a few second more than it otherwise would
agreed. but, the benefits outweigh the possible slowdowns. At least in my opinion.
I just don't have mine auto restart nightly
oh for sure. that 'downside' isn't very far at all
I actually turned off the pause factory when nobody is connected and let it run a few days and it was still working when I reconnected
had local and external clients connected successfully over the past 36 hours or so. only one random CTD on an external client (but I suspect it was user error, because nothing in the logs indicated server side issues).
Of course at the time I was using biomass burners and they were all out of fuel
Well they ran out when I was disconnected
so.. compost heaps
Is there some kind of bug with vehicles on dedi servers?
yes
what exactly happens?
depends what ur talking about
u just went is there bugs .. yes ... ok what happens
check the bug site also
I heard that using vehicles can delete a user from the server, or something to that effect.
not that simple
if you disconnect from a server while driving a vehicle, the server can get confused when you respawn, rendering your previous character inert and making it difficult to "recapture" the zombie-occupied vehicle
Ah, gotcha.
But you're okay if you get out of the vehicle before logging out?
yes.
there are a couple other problems like trucks not getting quite enough fuel for the loop or train stations needing power from multuple sources
are there any public satisfactory servers
not official.. but likely there are some around
Well... took me way too long but I finally got my server running in Azure
Running As a Service has now been broken out to its own Wiki page.
Has anyone experienced some crashing with the rebar gun?
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @slim spoke
Got it, ty so much
incase there is a workaround and not everyone knows ๐
Not sure if this is a dedi server issue, or a core game issue... so here goes.
Has anyone seen an issue with a train basically failing to stop as a station? It slows like its going to, but instead of loading I get a pop-up message "Improper Aim", and the train leaves
If I take the track away just after the station the train stops, but if I try to get in to drive myself is say I cant board a moving train
verify files and restart .. maybe redo train/station
Just did a restart with verify. Will report back
can anyone help me with this error message when trying to download dedicated servers through steam cmd?
not right
- login anonymous 2.force_install_dir ~/SatisfactoryDedicatedServer 3. app_update 1690800 validate 4. quit
it wont update it only grabs whole package again
got the same error message when using yours as well
run install cmd
what does that mean?
so what should i be using then if not steamcmd
rerun install to make sure u have latest
cause it only gets whole package
i would back up configs though
so reinstall steamcmd?
Steamcmd does do updatesโฆ
Itโs the only way to get updates ๐
it doesnt patch the server .. it grabs 9gb of server everytime
yeah but I can't see server at all in tools
0x202 is drive out of space or a permissions error
just rerun the install
it gets latest files and puts them in the server
thats how everyone updated when last patches came
rerun the install of what?
the great musical app that u came to ask about
Considering that steamcmd is giving you error 0x202, which is an error related to either file/folder permissions and/or lack of space to install, Iโd suggest checking you have adequate space for the install, and also checking youโre running as admin just in case.
okay thank you
And considering you havenโt run +force_install_dir it will be trying to download to the folder steamcmd is in.
and where should i be force installing it to?
where you want the server installed
Wherever you want it really
or where your server is installed
okay so it doesnt have to go in with the satisfactory game files or anything
no
Nah
have you seen the wiki page for dedicated servers?
a few days ago yeah
kept getting the 0x202 error though so gave it a break till I could ask for help here
From SteamCMD, error 0x202 means out of disk space or could not write to disk
ok just lets everyone know where ur at to help
reinstalling steam cmd to a disk with more space and running as administrator seems to be working better, its updating state downloading
rad
also, you said you looked at the wiki page 'a few days ago'.. some of us have spent the past few days fleshing it out so you might want to give it another once-over
nice .. and sorry i did get confused b4 and was little short with ya
mark that down ur the 1st and last who will ever hear that
:snrk:
normally i dont care but i can admit my wrongs
that's a good trait.
thanks everyone for your help ill check back in if I hit another speed bump
good luck!
everything is working!! thanks everyone!
congrats enjoy
It appears that it was my empty platforms with catwalks. Rebuilt it 5 times in different places, all failed. Redid all 5 locations with the non-catwalk style and all 5 work perfectly
ok lol no idea .. i have 0 memory
Sooooooooo, finally back to check on the ole server and Iโm having troubles , my isp apperantly blocks all incoming traffic but my server log says itโs listening on all the ports
did u forward the ports to the ip for the server computer
Hey all, does anyone know if there any tweaks that should be made to the .ini files on the dedicated server for performance? I'm looking to fix network lag and invisible items etc.
u can google unreal engine ini tweaks for networking and try them by making game.ini or whatever in the server if its not there
but probably is tons of reddit/twitters on how to do it also
Yes i think atleast, let me finish my smoke and I double check everything
is there a fix or workaround for the signs resetting themselves to default text?
change the name twice
Thanks!
Hey guys, Got an odd issue I cant seem to fix. I was hosting 2 servers on my own PC using AMP. I now have a VPS to host the servers so I have installed AMP and transferred the saves over but..... one server loads its save fine and works. But the other just wont load it, instead it makes a new save every time and just wont load the save i already have. I am typing the session id in correct but it just makes a new save with the same name. Any ideas??
I tried overwriting the new save with my old one using the same file name as the new save and the server just makes a new save. Ive no clue whats going on
should check the server output and logs
wall of txt does not seem to indicate an issue
what os?
using amp?
No
then not sure where is is, look for something like this, /home/Epic/FactoryGame/Saved/SaveGames/server
but I am not sure what dir to start looking in on linus
linux*+
have you made a game and connected to it in game?
Yeah, we are on the last tier
I named the save i took, CurrentSave. then did a search and found nothing
i took a back up of the server and pulled it over to my windows machine to dig thru it
give me a few
@lime elm I highly suggest going to the discord for that program as it is a paid service its nearly impossible for us to help you, very few of us who can help will pay for that program when there is free alternatives.
Found the saves, it was in a hidden folder
/.config/Epic/FactoryGame/Saved/SaveGames/server
That folder path is included in the wiki, fyi
i over looked the .
silly me
On top of WinSCP not showing hidden folders because i forgot to turn it on
well, how do i know its an AMP issue and not a server issue?
Answer.. I dont
Nearly everything is managed by that program so the assumption is its a problem with that, no matter the case for us to help troubleshoot we would have to recreate or have experience with a similar setup.
Goodmorning, i switched from a linux server to windows.. now i can't find the settings files.. FactoryGame\Saved\Config\WindowsServer\ isnt there.. (Also not in %LOCALAPPDATA%\FactoryGame) anybody an idea?
I tried wiping all the files from dedicated server to force it to populate the files but can't find any either. Maybe it's not been added yet. All I can find is the ServerSettings.15777 in Local\FactoryGame\Saved\SavedGames
FactoryGame\Saved\Config\WindowsServer\ == from the wiki.. (also used windows search allready can't find the file at all..)
Thank you! Found them ๐
yw
m2: (connecting to the server and changing the settings in game (pauze game on no players), created the files...)
Other suggestion would be is to make a save with a funny name and search the PC for that name ๐
could it be that item floor holes are bugged on dedicated servers? I can place on lift but not the other one
they are just a massive pain but they work
but how? if i try to place the other one it says: identical building allready there
some said u have to do in order.. hole - output - input - conveyor
might be output u ahve to go 1 direction or other i dont know
i can't get it to work.
but why is this now possible and its not soft clearance? ๐ ๐ ๐
try exp room there is another person inthere asking
anyone else having their server dying cuz of the Rubbergun?
that logic ๐
Your concrete is still wet
Save names so far Trolldeig (playdough or troll dough) and Geitost (goat cheese). Does that qualify?
Kinda knew the paths but had same problem as willumpy, checked the locations before the first connection was made
badkenny ya the one gun has bug
k ty
flying wet concrete. who doesn't know it? ๐
so its a known bug?
The wiki page continues to get messier and messier with the content in no logical order whatsoever...
that narrow it down thanx
The grammar and quality of writing is also deteriorating...
No clue. I'm not playing enough to say so.
i found a q&a ticket ๐
wiki is community driven and cared for .. so ur just insulting people for helping others
I just re-ordered the Wiki into a more sensible sequence a few hours ago.
its come a long way since they started it
I think part of the problem with a dedicated server wiki page is there is a cut off point where it stops being satisfactory and general system admin / network config related and you can't teach that stuff in 5 minutes and it also becomes bespoke very very quickly to the end users environment / requirements.
admittedly I'm not on much sleep so I'll give the grammar another pass when I've had more
also they arent tryin to start linking everyones projects
(case in point: I see this conversation because I got paged for work again)
cause then if something happens it blows back
and devs said they will do docker or whatever they do
so official things are to come still
once the official Docker build is made known those will go onto the Wiki
yup
(and the bespoke one that's there now removed)
I don't even think docker would be required the steam setup was really simple....
Personally, I agree, but people seem to love Docker, so here we are.
ya mistralol i think thats why noone just did it up from devs
@foggy agate @rich void @brittle arch i got it working now thanks for the help !
I actually hate docker. It typically is like approaching the linux environment problem by taking the environment out of the environment and putting it in another environment lol
wait and do package once things are working right like tools
If you have ever heard the joke. It works on my machine... "We are not shipping your machine". Docker -> yup now you shipping your machine
might be no reason for windows version and they do linux docker or whatever
lol mist
i know nothing about docker and those things everyone used lol
i figure once the servers are more fleshed out there will be some nice cmd centers for them
@quick mist I'm gonna reformat the requirements into an actual table
Linux just has always had ABI problems with shared libs across all distro's So its damm hard to ship software for multiple distro's in a single binary. So.... docker simple remove the environment problem by creating another broken environment of the same thing because the original problem is "too big to solve"
admittedly Docker running a small Windows env is how I was able to get Space Engeers hosted on Linux, but ewwwww
Please do, Mike.
People have been putting new sections in completely random places that make little sense.
yeah, that's why I re-ordered things yesterday
im running mine on an unraid docker.. .was super easy.. and works well
@quick mist ill ping you when I make some big edits later today see what people think.
I should probably make a habit of pinging someone when I do so I'm not accused of bending the wiki for my own purposes too much too xD
Some things if they get too big, like with Automation, might need to spin out to their own pages
Automation already did
But I think the system services might also need breaking out.
I know, I did that too
Lol
Same thing ironically which is why we have like 5?+ packagers for commercial stuff like snap, docker, flatpak, snappy etc.. etc.. in the aid to solve the environment problem so people could actually ship software for linux they created like 5+ more environments lol
there is a chat for people who work on wiki so u can discuss things
if u see ondar ask him about
if only there were some sort of standard foundation, or base, that the Linux distributors could leverage...
or could leave a dm for him
Which would be debian right?
I was obliquely referring to the Linux Standard Base (:
(and to an extent POSIX itself)
Yeah which is actually why the problem exists in the first place. Cause libc etc.. the guys there break "bugs / features" in the past making it break other applications and also making it ABI incompatible by trying to make it comply to the standard.
The Linux apps I ship have massive 70MB binaries because they include almost everything. You could almost run them on a bare kernel.
But they run on any distro
Yup this is because every shared lib (ddl) needs included because you cannot run with the ones on the destination OS
at scale, disk space is essentially free which is why so often the answer is to just build with static libraries and not rely on dynamic ones
Actually glibc even with a static build is required to load dynamic libs for various things depending on configuration which also is ABI incompatible lol
not necessarily, but let's not get too far into the weeds on that here (:
Only thing I load dynamically is glibc
oh of course. Just saying it happens..... people (like me) have been on the receiving end of it for 20+ years.
yep yep, and then we get into fun stuff like libcompat and friends for 32-bit bins on amd64 systems, and all other kinds of frivolity.
Things like docker are overrated.... like the moment your application needs a GPU or something inside docker is the same moment you need the right DPU drivers and userspace libs outside the docker environment as well. So the abstraction of docker just leaks / break when doing complex things.
Last 2 companies i worked in the simple solution was to re-roll the entire distro and ship it as a new distro because of issues like that
in other news somebody suggested this would change a dedicated server save game time
Edit
GameUserSettings.ini
mFloatValues=(("FG.AutosaveInterval", 1200.000000))
So thats probably something for the wiki?
once confirmed, yes, though it might be good to nip this in the bud and start a Dedicated Server ini File Tweaks page.
because I can see that getting really big really fast
oh we killed our server last night with it. Save game time now up around 10-11 seconds
4-8 players building for a week can be something like 2-3 months equivalent single player playtime cause suddenly there is a 24/7 presence.
So when somebody plugged into the super pure caterium, pure copper, steam sheets, fused quickwire, 300/min AI limiter factory..... things didn't go so well after that
so finally the autosave process should be rewritten?
yeah in this case what would happen is like 10+ seconds of lag resulted in strange teleportation and creating interesting ways for people to die in game as well as getting randomly disconnected ever 5 mins.
I must say the server generally worked really well in the early / mid game until things really scaled up later on
I think the devs will love this ticket ๐
oh i know exactly how much of a problem it is for them to resolve that ๐
I suspect it probably won't be resolved any time soon
thats said. could not be a better solution todo a shadow copy and save that. Like some backup software do it?
yeah how do you do that? very very hard to make it atomic.
thats true :/
easy, implement btrfs as part of the game engine, or require an Oracle backend which can quiesce the database while saving..
though i did notice based on their log message it does 1. Serialization2. Compression of data 3. Write to disk (tiny 0.002 seconds on the server). They certinally don't need the lock held after the serilization stage... so they might get a 20-30% gain out of that
@fluid turret what was the justification for reordering the automated solutions page? It looks like you're trying to favour one option over another for no real justification.
If they're not going to be in some logical order (alphabetical, by platform, by type) then I don't see the reason.
Not for nothing, but I'm happy to see the non-free solution get last billing :p
is there a feed for Dedicated Server updates?
@glacial patio #patch-notes #announcements
Oh heaven forbid people make money for their effort ๐
like, where can i see whether there has been an update without trying to update every time
There is a site that tracks the Steam API to see version number increments, but I don't know the site's address off the top of my head.
yes, but that "tries to update every time" (:
Wait, did I get blocked from wikia? ๐ค
o.O
20% from 11sec is not good. ๐ it is still time in seconds ๐
If the save process takes several seconds to save but does not impact game performance while doing so, that's fine
in fact that's better than a 250ms freeze to save
in this case you would see odd things like a train going past you 6 times and stuff just before you teleport off a waterfall and into the void
Hmm, nope I could still edit the talk page.
think they finish it before returning to simulating and such that might error cause of a pause
that would be "Impact to the game", @grand geode
then they have to deal with that so might as well wait
quite funny actually to see the freight cars going past before the engine pulling them as well lol
"Wait for meeeeee"
I hope a new autosave feature will come before 1.0 ๐
lots of nips and tucks will come before 1.0
they have to finish building the thing in order to know where and how to optimize the thing they're building
might not have even been him he isnt the only person
It says who it was by - looks like it's only temporary
oh ok
but it's a very vague description and still annoying that he couldn't mention it first, now I can't tidy things up ๐
i was trying to get u guys to go work with the wiki crew
someone is trying very hard to bury all the automated solutions though - methinks some gatekeeping is at play
probably get further working with the community then making it urs
incl LinuxGSM etc
Some of the prose in the AMP section a few days ago was very salespitchy, but I didn't see anything too disparaging when I read the other automation option sections. I almost changed the Pterodactyl description as it was striking me the same way, when I broke it out to its own page, but settled for just the move for the time being.
that's fair enough - but the line between "accurate description" and "salespitchy" is kinda fine
sanctum, we, as the people editing the Wiki, by definition are the 'Wiki crew'
but since I haven't touched the main page in days it seems weird to do anything now ๐ค
I'm not slinging anything.