#dedicated-servers
1 messages · Page 183 of 1
I think it would be a huge inconvenience when you're hosting on a shared server resources, and have asked for three ports and then find out that's not all. @rose valley
Altough usually it's the same port in and out.
Try to paste it from clipboard as a workaround.
is there a way to change the name then? I dont see how I could load a different save file otherwise
usually the 'query' is simply a subset of the session negotiation part of the protocol
Ill try that
so you negate the need for different ports entirely, and port redirection stops being a problem
I'm also open for considering other options. At the moment we kinda depend on the query port. It integrates with the nice in game UI and all and I really want not just to keep that but keep improving it.
My recommendation then would be the offset method
I like this method
How about not forcing the UI on server admins?
If I want to do CLI, I want to do CLI. :)
query is always Game Port + X and you have to redirect both by the same increment
Server admins do not have to use the UI. It's for clients.
haha a super quick paste+enter did the trick. Thank you @rose valley
They do for the initial setup.
@rose valley I would suggest not automagically stepping up the port if the desired one is in use. Throw an error and stop. There has been a lot of confusion around "whoops, why am I on port 7778 now?"
This 100000000x
if the port is in use, kill it and log it
Agreed as well
anything else results in unpredictable behaviour
Wait, guys. Let's stay focused on one thing at a time. I really want to address all your concerns.
sorry
xD
Let's start over. Who wants to go first?
everyone is too polite...
Port advertising. make the "ad" port default to the "real" port if not specified; make the "real" port default to the "standard" port if not specified, then it only gets complex if you have to start overriding ports
somebody have also problems with the pistol is crashing the server ??
rebar crash is known
Okay. So that's kinda my thinking too. Keep it simple for the simple use case and have it slightly more complex for the more complex use case. Although I do kinda like the offsets method, it kinda smells of hack. That's not a yuge problem tho.. our computing world is built on hacks.
If I may, collectively the biggest issues for server management in no order are:
- Port incrementation causes unpredictable behaviour and shouldn't be there by default for dedicated servers. Makes sense for listen servers on a local network but not otherwise.
- Port redirection would be nice to address to help with routing issues, either by advertising a different port or using a fixed offset.
- Inability to run any kind of commands that control the server without being in-game.
most peoples complaints are a variation on those 3 themes
can I get an amen?
Well put!
hear hear (but for the fact that our benevolent dev wanted to talk about one topic at a time (: )
So, okay. On the topic of port redirection. I'm tempted to stick to additional parameters for the advertised ports.
that definitely gets my stamp of approval
I'm happy with that
bogdan doing overtime? ;D
Wonderful. I hear not everyone might be happy with that but we also have to reconcile our internal architecture too and this plays best with that.
7PM here and I'm still working too xD
hear hear
This is not work, Joshie. It's just a usual after work chill out lol
I'm working from home ... playing Satisfactory with friends on the dedicated server. So much for my real-life productivity. Good that i'm self employed. xD
So shall we move on to the next topic?
i should probably get back to the game rather than AFK'ing at caterium
Aye, let's. What's next on the agenda? (:
admin joshie
Probably the server admin thing
Port incrementation is undesirable on dedicated servers
Especially since not all of the ports do it - if the query port is in use it crashes out as expected
Let's go with a first come first serve (sorry Mike!). Server admin. So I want to hear a case of why exactly the current administration approach might not work?
I can provide one example
because it requires you to fire up the game client, connect, and then deal with it - rather than being able to use your phone for example to fire off a command to kick a disruptive user
you might not want to be in-game to change a setting
if I want to (for instance) trigger a manual save using the SaveGame command, I can't do so from the console or via an rcon-like interface right now
I have to fire up the game client
soo.... remote work
server admin is not necessarily in game, nor available to join the game when something needs dealing with
It kinda sounds like a remote control API (or RCON how it's usually called) might make y'all happy?
exceedingly so
ideal would be accepting commands over STDIN
But a 3rd party would have to step in and set up the tools (web pages, console clients, android apps or whatever)
you rang?
even a REST API to send commands or queries to would be fantastic if not full-on RCON
so long as that API has documentation (:
and yes, I know, documentation is Work
I really don't want to fire up the game to initialize the server and do admin things on it.
that comes back to our previous discussion of pre-shared HMAC keys
didnt the modding community try to do remote factory work before? maybe that can be used for this too?
If i remember right someone managed to monitor their factory from an arduino
This isn't always possible, at that
I want to be able to do things from the server CLI where the thing is running.
^
But with an API you wouldn't have to do that. Do you feel like (as long as the API was complete enough) that could satisfy your needs?
No, I don't.
I should have a global admin availability, admin me on all servers i join, hard coded epic ID
what do you want more then an API with full controll over the server 😄
thanks joshie very pog
The server CLI is tricky. UE4 does not have a convenient way of reading stuff from stdin. And we're not going to be able to rework core aspects of the engine.
let's say hypothetically this API includes a PUT endpoint for "console command to execute here"
I can't imagine something better.
Even very simple ones to choose the admin password, create world, and the basic setup tasks on the CLI would help.
I mean we could. But we'd be stuck doing that.
If it was Unity I could furnish you with the code to read from STDIN xD
And also how do you read from STDIN when running as a service?
unity > unreal
dumb idea but, wouldnt giving the server an adress list and telling it "these guys can send you remote commands" work
The most reasonable approach other daemon like applications follow is to open a socket to receive commands on the localhost.
you still needs a vector for those commands to be parsed, McG
Using a wrapper service, this is what our application does - the server management tool runs as a service and the game servers themselves have their STDIO redirected.
a tty or terminal port to interact with would be just fine
Which is a step away from an API which you could also access from the hosting machine itself.
I mean the "server console" in the server manager is effectively that TTY interface already
If you made it a named pipe rather than a network socket you'd free yourself of security issues
But the API could have far more uses and we don't have limitless resources so we'd rather prioritize the more versatile solution.
so exposing that to a TCP port (with some basic "auth with the admin password" protection) would probably work nicely
well that makes it too easy to be insecure directly
(or better, a token rather than a cleartext password)
The API is probably a good idea, but the basic initial setup needs to be able to done without firing up the client at all.
it's why this whole thing about HTTPS for a REST API came in since most users can't be trusted to secure it
this channel is now #off-topic-tech 2.0 xD
^ this
Yeah, it should be able to do anything the game does (bar play the game).
not-serious suggestion: implement an SSH server with keypair authentication to access the console
@quick mist no joke, we do this.
Two additional questions for Bogdan:
- Are you investing in multi threading application for the server?
- Are server side mods a thing? Or will this be up for the moders? Or are we going to load mods on the server as well as on the client side?
There's no console. What you refer as console is a combination of a terminal + shell. Our game is neither of those.
Someone didn't watch the stream!
The mod thing is probably best asked on the modder discord.
There was one? Then you can happily sum up my questions 🙂
Short answer on mods, it's up to the modders and they have all our support for that.
Neat 🙂
moral support (:
As far as I was aware, about a year ago, CSS talked about a real official way to support mods. But I might missed something in the last year.
If and when they need more, we'll do our best.
Like you have done in the past with the plugins thing.
i think dedicated received priority over that?
what a model developer
Don't change, Josie ❤️
(also don't tell anyone I said this)
yes, thats what I heared too, but I never received any update or if that has been killed in the last year.
I wont Bodan
good boi Jüshi
because I think mod support as is right now, works good enought.
its not really support as in "we try not to make the modders life hard" is it?
getting back to the interface discussion: as an admin the main things that come to mind that I'd want are the ability to do remotely extrinsic of the game client "is the server up?", "How many players are online?", "Save the game", "List available saved games", "list known session names", "Set session name to X", "Load game X", "Restart the server", "Shutdown the server"
I fear I don't have broad enough overview to be able to answer that. atm I'm the server guy.
😅 dumb question but where/what info do my friends have to input to join my satis server?
Also "chat with the server" and "kick/ban player"
we'll see how it goes with dedicated server though... A lot of us will want Linux support as well
Back to the API question, I think a lot depends on whether you're going to be making and supporting console commands either way, or if you'd drop the console commands if you had an API. If the former, I'd probably look at whatever the easiest way to receive those are, since you don't have to support both API and Console Commands. If the latter, it's a bit more interesting.
@quick mist What's wrong with the auto save every 5 minutes?
"set autosave interval to x"
If I'm about to shut down the server for Reasons, triggering a save Right Hecking Now is desirable
OOooh, I remember something. I would love to see the autosave message even if I'm on a dedicated.
I like being able to manually save right before shut down, or doing something really dumb like testing if rebar guns crash the server :p
I mean, if there is room for a higher level API call to achieve something, then it should be prefered. And we should also have a console for all the other things.
Update 5 -> Main Menu -> Server browser -> add -> IP and Port if different from default value
Console commands are much better than an API, plus from what I know there's already all the header files so writing something to interact with the game isn't that hard
exactly like do it, in the server manager, put the IP there and might give them the password if you set one.
thank you!
When it comes to the API, I used to prefer a REST approach. However, now I'm leaning more towards something built on Websockets. Does anyone feel very strongly towards one or the other? I'll still have to figure out how to secure the darn thing but that's a topic on it's own.
I massively favour websockets.
+1
I like REST. for security, use Certificates. Make the server a local CA
I would be happy with sockets though
It allows real time communication, so you can properly log player join / leave / chat
I like console commands. Websockets works best, e.g. Rust's implementation is quite good. RCON is another solution but ehh.
Interesting! From what I've seen, WebSockets seem to be falling out of favour, but maybe that's only in browser-based apps?
It's very much not, discord is based on them xD
Discord is a web browser pretending to be an application but that's an whole otehr can of worms
Your secure it by only accepting connections from localhost and requiring a pre shared auth token
The real time connection makes it quite compelling. The statelessness of REST APIs is kinda getting in the way of things.
websockets would work.
Oh and sorry for having to open yet another port in your firewalls 
REST also means lots of polling for information
Lol well you wouldn't expose that publicly usually
Yeah, that's always been the biggest issue with REST. You could just do long-polling? 😏 😛
If it's secure, I'd like to. It can be used for a lot of third party apps. But that's a big IF.
At least we will have one TCP port that we can to proper netcat tests with (:
Without enforcing domains and CA issued certificates every solution will be some sort of compromise. And that's too much.
well if Satisfactory is the local CA.. (:
That port should probably be exposed by default on localhost only.
I'd almost rather have two WebSocket ports - one for admin commands, and one for not 🤔
Just add a dependency on Let's Encrypt? 😂
That gets messy
This websockets thing is sounding messy already lol
Yeah that's what's likely to happen in the end.
Plus most people would either use their admin tool which only connects locally, or use a tool in ssh
rather than two ports why not just expose different data streams based on the authentication used?
Speaking for myself and my users I only care that its accessible via localhost.
Make it http, if someone wants https, nginx reverse proxy 😉 done
But then people can just open it up as http and then hold us liable when their server is insecure.
There is no domain names involved here so certificates won't work really
People have a very underdeveloped sense of cyber-security in my experience. Even experienced folks.
If it only listens on 127.0.0.1 then you raise the barrier to entry to people who can set up an RP
Ehh, what is this for though? Is it so servers can have a store and sell splitters for $5 each or is it passing sensitive data?
Oh yes. Security is hard to get right, and tends to be a major inconvenience when you do 😕
inb4 air-gapped Satisfactory servers
Which is something most of them will copy and paste from some tutorial without giving it much thought. But I agree that it can be a way forward.
One issue would be if the API exposed some sort of RCE vulnerability
lol I'm a bit of a freak on security I guess. I think it's too often overlooked.
I applaud you
I agree
though
History agrees with you - I'm looking at you, insecure-by-default MongoDB 😂
the "first person to connect to this server wins ownership of it" kind of belies that
Just dropping into the conversation, but about APIs... the issue I have with websocket instances is the fact that you MUST be connected all the time, and this can become troublesome when you are trying to scale.. though I don't know what type of API we are talking about.
@rose valley this is why named pipes have such a huge advantage. It doesn't run over the network but allows real time information exchange.
If an external tool exposed that over a network socket it stops being your problem
Okay, I have accumulated a lot of insights on your preferences wrt to an API. Are there other outstanding issues to delve into?
@rose valley Steam query!
Yeah, I agree with this.
Yeah going back to APIs then. I like named pipes a lot but I'm a little ignorant on them. Do they work on Windows? (those are unix sockets basically, or? )
I second this. Security is just that totally obscure and unnecessary thing which just makes everything way more complicated than it has to do. Nothing worth just applying basic things ...
unix sockets are very similar to named pipes but there are subtle differences
@rose valley yes - they function almost identically
there is a large large overlap on their Venn diagram though
I am more than happy to give you a rundown of the APIs and how it all behaves.
But the approach is entirely portable across OSs.
until now, not really, most works fine, I think trains have a bit of an issue, latency is a bit silly sometimes (at least from testing it on GCC and DO). But for an super super early version (as it is called in the patch notes) it works awesomely well! 🙂 You guys made a good Job!
outstanding issue from the earlier list is the request to kibosh automagic port binding incrementation
Trains def. ^ a lot of issues, besides that just some optimizations that need to be done (mid-late game desync because a single core is being hammered), etc..
I would love to know how the latency is calculated in the manage players menu when using a dedicated? Is that roundtrip latency?
On Windows its a little more similar to a FIFO stream in that you read and write from/to a file handle.
God I hope so
Truck fuel is one. Trains also when you're inside them on auto mode are capped to 31mw (on server only, single player in update 5, they're not capped).
Running into some minor issues here and there. But they are all covered on QA already. Super happy with the current state. Looking forward what's yet to come for us 🙂
I will self study named pipes on my own and consider them. Let's take the next thing then. Let's take the port autoincrement and then the rest.
Disabled by default on dedis. Crash out if the port is occupied with a clear error.
100% agree
As a server and systems admin, when I start a service and the docs say "runs on port x", it is suboptimal for it to quietly decide "I will instead use x+1" without my asking it to.
That's vanilla UE4 behavior. I can understand why it can be annoying. I also don't know if anyone would explicitly rely on that. People who need control would use explicit ports anyway.
That's a bad idea lol, we should be able to control the ports. On Windows auto incrementation is no issue too.
But vanillaUE4 or not, I think that it would be far easier to just disable it.
It's useful for LAN usage where you don't care.
Well, if I'm going to use the default port, I'm not going to add a flag to set the port to the default. Why would I do that?
Only thing I want to ask, having the luxuary of you being here, is to have a second dedicated server channel for troubleshooting/setup questions so we can have suggestions and brainstorming events like these not being pushed away by the tenth question on where to put IPs or how to setup servers.
and we've had several folks in here we've needed to help wherein the solution was "wait what this is running on n+2 for some reason?"
like #dedicated-servers-troubleshooting or something
@wintry panther it's absolutely an issue. It screws around with firewalls and routing to no end.
And makes diagnosing network issues that much harder.
We've had no issues with it due to Windows firewall allowing us to dynamically allow the port the game chooses
I don't know of a single other server application that behaves this way.
I'm sorry I may be hogging the channel now, I understand. Maybe I should look into who can set up another channel for these discussions.
I wish we could just define the ports, which is what most games do 😛
idea: Threads!
Thanks alot - exactly what I am asking about 🙂
@rose valley Create a thread? :)
@wintry panther you can
Do they actually use what is defined now?
create threads for the discussion under this channel!
Yes as of the latest documentation on the subject.
ah that's nice, i guess our firewall workaround isn't needed now
I don't seem to be allowed to create threads. Will have to postpone this discussion until I figure this out.
no worries
It seems a lot of the channels don't have the permissions for threads. :(
Huh, I don't think it did that originally.
@rose valley I know there's now a command for save, which is nice. Is it possible to add commands to listplayers, pause and resume to the server?
@oblique owl , so sorry for the ping. Do you know who might be able to enable threads on this channel?
My guess is Jace or Snutt.
Probably need someone with the @ Admin role
Threads are always enabled I think only mods can create them
for some very good reasons I might add
anyways, to round up this all, I really feel like a big, warm thank you is needed, not just for doing such an awesome job with the servers, but in genereall for being here and looking for what we need to enjoy the game. Also thanks to all in the team, you are awesome. 🙂
Is there a help command yet?
here, here, RedLiz
I love how CSS actually cares about what the people need/want and that's a really nice thing to see. (Looking at you Ubisoft)
we need to see what it would cost to hire a xenogeneticist to create a genuine Lizard Doggo to send to CSS
Lizard doggo go space?
there are only two commands, as stated in the wiki. 🙂
quit and savegame 😄
four, but three are synonyms
there's 4 technically, but 3 do the same thing 😄
I would like if save game could be ran without passing in a save name
Ooh, other major issue - save game location
I wouldn't call it an issue.
is it all that major? if you want it some where else, make a symlink
It's a big issue, means we have to symlink
Why is it an issue?
even Windows has symlinks now
If I'm running 30 instances of Satisfactory on a system, that's a lot of symlinks that don't have to be there.
Aaah, right
It screws with binds as well if you run the instances in containers.
Then we have to check the links every start/stop and make sure save files don't get lost.. Symlinks aint fun 😛
Also makes it harder for external tools to keep everything tidy and packaged up.
And again, most server applications don't behave this way.
Valheim 😉 well not anymore but there you go 😄
stashing saves in ~/.config/Epic was not an obvious choice but at least it's predictable
Aye they fixed that mercifully
I would expect them to be in the same directory as the actual game server files.
But yeah that Epic folder is predictable at least.
Conversely, I wouldn't expect that - that hasn't been common for games in a very long time 🤔
stashing save files in the server binary tree is suboptimal
I wouldn't call '/home/USER/.config/....../ predictable.....
that means you lose your saves if you reinstall with rm -fr
True, but so is .config
I have a problem, when logging into the server, the namespace appears, but after 12 seconds the connection drops. How do I fix this disconnection issue?
#satisfactory-experimental message
it's predictable in that it's a place that does not change once and is known once you read the docs
If you want a snapshot of the entire game server state for a backup it shouldn't be necessary to go hunting for multiple directories.
Is it in %appdata% %localappdata% or %localappdata%Low .. it's always uncertain with games
Any fix for the dedi, thats stopping from alone?
If the servers actual configuration isn't in dot config...
It's certainly predictable if you have been under linux for a while, given that the equivalent of %appdata% on linux is ~/.config/.
anyone have an nginx config example for using an FQDN rather than IP?
nginx for what? tcp proxying?
@faint wagon dns?
nginx is TCP, game is UDP
help pls
game has nothing to do with HTTP/S, why are you involving ngnix?
Also on Windows, if you run Satisfactory as a service then the save game data ends up in c:\windows\serviceprofiles
Reeeeealy not ideal
nginx is tcp or http, with fqdn matching only being available in http because domains aren't a concept in raw tcp
That sounds like a hazard....
I run a rproxy server to handle incoming traffic would love to have traffic forwarded to the nginx rproxy first, then to the game server
It's not great
I think I know what you mean @cursive zenith let me check and see if i have something for that. HAProxy might be a better option
Not possible with domains, the best you can do is port redirection, and nginx wouldn't be the tool for that since the game uses UDP.
@quick mist you can use other ports in nginx? just looking to use it as a local proxy for incoming traffic rather than forwarding straight to the game server
Satisfactory doesn't support external port not matching internal port, IIRC.
Not gonna work for the game server. Game uses UDP, nginx uses TCP/http.
@solar remnant
Game traffic doesn't matter, it's about the query
Game uses TCP to query, so it can use a domain, then gets the UDP port and uses that to play
I should reverse engineer the query protocol xD
Sure you can use that steel bookshelf as a screwdriver if you try hard enough but it's a lot more work than it needs to be
TCP does not have the concept of domains
@lofty latch already looked, it's source engine query
@wintry panther no shit?
Yeaah that's why i don't get why it isn't working as standard lol
@quick mist eh, that's a little extreme. I use nginx for a lot of things and I like to keep all my translations in one place
they're using TCP data payloads on a UDP connection? the what?
@wintry panther last time I tried I couldn't connect using steam
I ended up writing a python script to read the logs to get player count
You can't connect via steam and it doesn't show on steam, but it is source engine protocol
Otherwise steam://connect/instaban.com/15777 would work and show a query response
Huh
I will concede that I am somewhat ignorant of nginx, in my head it's mainly "Apache httpd only not"
Is it A2S?
@quick mist no worries, it was a shot in the dark anyway
NGINX Plus supports TCP/UDP. Unsure if NGINX OSS does. Either way, the port(s) NGINX is listening on have to match the ports that Satisfactory is listening on.
Likely a quake engine protocol evolution? since unreal and source are both forks of the same engine
It appears to be Half-Life query based
Using nginx for it, is a lot more trouble that what it's worth I think.
Is it happening on retries (ie if you restart the game and/or the server)?
@calm saffron yeah, was hoping for a quick copy/paste if someone else had one. I'll work on it and report back if anyone else things it's useful. As someone else noted, having 30 instances gets almost impossible to manage with just ports
Packets match it yes
i dont even know half these spells
Interesting.
🧙🏻♂️
I restarted the server and the game still gets the same errors and the game crashes
Client Error
But you don't have a choice. NGINX server directive for TCP/UDP doesn't support hostnames, as far as I can see, nor would any other TCP/UDP reverse proxy.
That's a crash call stack I haven't seen before. Thank you! I'm afraid I don't have any advice for you right now. What platform are you on/ how are you setting up your server? Edit: Platform is clear. Other question still applies.
Hey guys, Got an odd issue. I was running AMP on my Windows 11 PC with 2 servers going. I have now got a VPS and installed AMP etc and copied the saves over. But 1 sever will load its's save fine, The other server just loads a fresh game up and wont load the save I copied over. Any ideas? not a clue if this is an issue with AMP or satisfacorty though 😦
@calm saffron i'm not sure whatyou mean by that, i use nginx to route dns names to local IP addresses all the time?
Does the second server's save have a session name?
Pterodactyl panel linux centos 7 use.
If you left the session name box empty when you created the save, that's going to happen ^
i just want satisfactory.example.com to hit my router, go to my nginx config, and forward that traffic to 10.0.0.X @calm saffron
@lime elm hello again, which user owns the save game files?
it asks me to create a new game, I enter the save's session name that i want to load and hit enter.
That part is easy - just point satisfactory.example.com to your machine, expose the ports, and off you go.
this is a windows install
Sorry im slower to respond, it's dinner time xD
but also the same issue on ubunti
@calm saffron that's exactly what i'm trying NOT to do lol
ubuntu*, there its an AMP user
i have a feeling there is soemthing wrong with the save file its self sadly
For domain to IP translation you can ONLY do using DNS. Nginx has nothing to do with this part. What nginx can do, is UNDER HTTP, redirect different domains to different HTTP endpoints when talking the HTTP protocol. This is only possible IN HTTP, you can't know which domain was used in other protocols because it was translated to an IP before the connection was made.
@austere yoke I am taking a leap here but the error is with the Beacon section. Can you confirm the port you use for beacon is not in use? Default is 15000.
Quite possibly if it's ignoring the save
If you want satisfactory.example.com and satisfactory2.example.com to point to the same server and both use the same ports, then that's not possible unless the machine has two IP addresses assigned. It works for HTTP requests because it's using the Host header to route the request. But IIRC there's no equivalent for TCP/UDP packets, so you're SOL.
Join the server on the empty map -> esc -> load game -> see if the old save is there somewhere
If you can load that way, at least the save is there, the next step is then identifying why it can't auto-load it
the saves for the server and the saves for single player are not in the same location
i can copy it over and see if it loads in single player
@calm saffron correct, i have several VMs, all with different IPs. my rproxy is on my DMZ and is much more hardened. Gotta be a way somewhere, people do it all the time in the real world
For HTTP, sure. For raw TCP/UDP? Not so sure about that.
Not possible in TCP/UDP. You can only do port redirection (and can be done with a firewall/no tool required)
ohhhhh s***
I was told that the default port is 7777 but
"For UDP traffic, also include the udp parameter. As TCP is the default protocol for the stream context, there is no tcp parameter to the listen directive:"
i just figured it out
at some point in the transfer.... i think its overwritten my save with a new one..
It probably did that when you created a new session with the same name as the old one
.
yes thats the game port, there are 2 other ports being used too. Beacon uses 15000 and query uses 15777. Your error appears to be with the beacon, so check to see if another application is using 15000
ok no.. thats not it..
Have you managed to load (or find the save) when connected to the server?
I checked it is not using
The server does not appear as active in the server management section
i just loaded an old save from the 27th oct into single player and.... its a fresh game still.
so the save is goosed?
mz train onlz drive with up to 31 mw in autopilot mode, is that an bug?
think i might cut my losses and try and load one of my older single player saves
Ok, you may want to change the beacon port to another number and see if that worked.
only happens when a player is inside the train, go on top and it should go as fast as needed
that's a thing on servers only, if you're not in the train itll go full speed
thx
ohh, while writing i had leaved the train, now im waitring for the train
Not connect ?
the server is getting it but the client is not receiving the "acceptance" code
Server start command
./Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame -multihome={{SERVER_IP}} ?listen -Port={{SERVER_PORT}} -ServerQueryPort={{QUERY_PORT}} -BeaconPort={{BEACON_PORT}}
What container are you running in your egg config?
Pterodactyl Panel use
Yes I see that, but you don't need to run the UE4 command, it works with ./FactoryServer.sh -ServerQueryPort={{SERVER_PORT}} -BeaconPort={{BEACON_PORT}} -Port={{GAME_PORT}}
That's of course assuming you are running the right egg setup
I've installed the egg and haven't made any edits, I'm installing with the default setting.
Sounds like so much effort for a tool thats supposed to make it easy 😂
eh, easy is relative.
Thankfully for me xD
Guys im looking for the config file for the server, when i follow the wiki as in picture in the config folder there is no WindowsServer! help anyone please 🙂
have you started the server at least once?
you need to do so for the default files to be generated.
The default files don't get created until you shut the server down gracefully at least once
so start your server, and then issue a quit from the in game console
yes it has been running for moer than 24hrs and three of us have joined
I did shut it down today for a restart but nothing shows, btw it is a steam server not steamcmd
How did you shut it down though?
i cannot type in the console so i press top right x to quit
there's the problem
Right, that will just kill it, it doesn't shut it down gracefully, you have to type quit in the console or on Linux issue a SIGINT to stop the process
start the server, connect to it in the game client
and then in the server manager go to the Console
and there, issue the 'quit' command
Oh in the game! brilliant thanks I'll try that
clicking the 'X' just shoots the process in the head, no time is given for it to clean up after itself
(or, in this case, write state to disk)
I managed to shutdown the server from the console and the WindowsServer folder was there but looking through the config files i couldnt find what i was looking for mainly to increase the player count to at least 6
#dedicated-servers message
make that addition to the specified file
Why does this happen?
usually happens if ports aren’t forwarded correctly on your router
or timeout
Or, if your client is taking too long to complete the connection
esp if you changed the beacon port from default
yo anyone wanna go halfs on a server host and play together? if so dm me
yo @fluid turret - that rule 3 change is very uncool
Putting your own agenda over making sure information is accessible to users is very king-of-my-castle.
It's about as cool as Fandom's community guidelines which we must abide by. You should really give them a read.
https://community.fandom.com/wiki/Fandom_Community_Guidelines
I don't see that anything there applies - it's not spam if it's relevant, useful to users. The "must be free" is entirely arbitrary
This is not something to discuss in public channels.
I suggest messaging Ondar as he is the wiki guardian but its totally up to you.
I have to say, I just read that and I fail to see the word free in it.
^ by that logic all 3 of them are 'adverts' of a kind - just for software that is free to use
is this still on topic? 🧐
#off-topic-general for wiki discussion?
I'd DM him to discuss it but he has them turned off and I can't send him a request either
how can I make myself administrator on a server that's already running with a save?
when I started it up I claimed it, but after I moved the server to another vlan (and thus, different IP) I'm not administrator anymore since I had to re-add it in satisfactory.
Is there actually an official bug tracker or can we use the wiki for that? If there is one, could you maybe pin it here somehow?
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @fluid turret
The QA website tracks everything, bugs, feature requests, questions.
just look for the tag dedicated servers
Oh to easy
given that I am in linux, how does one update the server?
how you install?
If steamcmd steamcmd +login anonymous +app_install 1690800 +validate
When you are adding the server in-game, you use the admin password instead of the normal password
this grants your connection admin privileges
Hey thanks
is there a public test server?
damn, fairly sure I know what I set it to but it's not working. I'm probably just forgetting honestly
is there a way to reset it? or should I just create a new instance of the server and port the save over?
unsure, porting the save over should work tho
or is the admin password part of the save lmao
no, the admin password is encrypted in the server settings file
you mean this file?
is anyone else experiencing weird things with belt speed?
no
and we don't recommend any service pr server.
just upgraded a full production to mk4 belts from mk3 and nothing is overflowing like it should
miggt wanna take a look at #looking-for-group-old
any workarounds for the trains not unloading?
exactly, thanks!
are they just stopping -> instantly going away?
they wont unload at the station
and yes i have told it to unload
U need to be a bit more specific, is the train stopping at the station and staying there
or is it just stopping and instantly leaving the station
yo anyone wanna go halfs on a server host and play together? if so dm me
Hm, if it's stopping and staying there isn't much of a fix, if you enter the train, does the UI show a "Docking..." indicator?
yes
ok, thank you for the help
You can try rebuilding the entire station+train+wagons+platforms and then recreating the timetable
but it might not work
ok its worth a shot
Yh I got 1 hour to wait so as its somthing to do with a server I put it here
a friend of mine managed to get two trains to work in our save with that issue you reported, we are still unsure how though
how to make server always load the same save?
like I don't know why does it always make me initialize a new world
you have to put a session name in the server settings tab.
Okay so belts are just disappearing. Server restarts bring it back.
the good news is that while the belts are disappearing, the things they carry do not
true
You have a point fish, but its tough to work on things when they poof on me lmfao
anyone know a good server hoster for satisfactory where i can pay for a server?
there are myriad. Search for "VPS Provider" and you will literally find hundreds of hosting options
If I could be bothered, could even probably prepare an AMI for AWS EC2, but Effort.
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
Segmentation fault
wow
so do signs just not work currently?
This is working surprisingly well. Granted my base is tiny, but the server is only using around 10% at the moment.
invisible belts, random odd conveyor rendering, signs reverting, trains not unloading, yep, works well 🙂
I mean in the grand scheme of things, it does work pretty well
particularly for a week since first release
I didn't get to see how broken multiplayer was when it first rolled out but I'm sure it had its warts
like "oh, I'm not the host, there is no actual way I can fight any of the native hostile creatures successfully"
or "what even is driving?"
yeah, i'm enjoying my time with it so far
what do you expect from an super early version? 😄
Anyone else having signs, vehicle routes and programmable splitters reverting / bugging way out?
I understand this is an experimental thing, but I'm just curious if it's wide spread.
Yes its widespread, you should check out the QA site. @sharp geode
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @fluid turret
Sorry, new to the game and wasn't aware this was a thing. Thanks!
Yes as linked above the QA site has many reports on this, I think its marked as fixed internally.
this only seems to happen when the hologramms are still in the fov... so massdismantle, press for leaving it and when the holograms are away, try again.
this is an interesting bug. there are working pipes and conveyors that are invisible?
also had this happen when deleting objects, they would become invisible but still have hit boxes and be there.
possibly a server to client coms issue?
I saw some of that with conveyors disappearing but still having hit boxes yesterday, logging out and logging in seemed to fix it
tried that a couple of times, even with fully closing the game. only way i managed to get it sorted was a restart of the server. even then its not brilliant. (understandable though as its very rough implementation at this point)
Do you have you server set to pause when no one is there?
Has anyone ran into a bug not being able to load items into a train station?
Ive seen people reporting that alot on here
Hello , do i have to own two coppies of satisfactory steam , to create a server ?
if not , how to proceed with one account .. i'm lost
i have linux on my friend server
and i have my game on pc
what should i install on my friend server exactly ?
should i install steam there ? and how to bring satisfactory dedicated server ? !
is this the right command ? steamcmd +login anonymous +force_install_dir ~/SatisfactoryDedicatedServer +app_update 1690800 validate +quit
Nope.
You don't even have to own the game at all to make a server.
No idea. I don't own any servers, and both my computers are windows machines.
ok , explain to me
on your other windows
how you launch the dedicated server ?
Please check the pinned messages.
This is right
But follow the wiki to do it right
ok , after that , is it going to ask me for steam logins ?
i am on it
My isp doesn't allow port forwarding (I intend to rectify this soon), so I can't set up ANY server, so I'm no help except for general know-how
Then follow it.
i am , thanks anyway
we did open the ports forwarding and i had a message which i didn't understand
i'll capture for u guys , if this , isn't working
this is what asks me
i did port 15777 when i create the server
is it this one i should port forwarding on my router ?
There's 3 ports you need to open 15777, 15000, and 7777
Thanks again mate 😉
How do I set/reset the interval of server restarting?
I have a cron job set to restart mine at 3:00 am every morning.
i have access to the server but once i want to join the server i have this message
i have 4gb of ram and 4 cores and 20gb on hard drive , is the ram the issue
Thx, I'll try it.
Maybe the RAM, I thought they said 6GB was recommended
6gb is the minimum , i'll add 4 gb and restart the server and see
upgraded
let's see now ..
one of the devs said as a reply to somoene.. so far 6gb seems like a good min ram amount.. its not official cause servers arent done
It's working finally but i noticed that the server needs around 9Gb of ram as showed on the performance summary , look right screenshot .
Mine has 16GB available and uses around 30% with just me on it.
ok regarding my save , where i put on linux ? should i put on a folder called server here ? /home/speedfragger/SatisfactoryDedicatedServer/FactoryGame/Saved
i think as usual.. more is better
let me find it
my server is using nearly 5gb in early game.. im sure that will go up a lot late game
Depends on playerload, factory setup, etc. BUt yeah, expect it to only go upwards 😄
number of players likely makes a difference too
Currently, with two players, I’m running about 7GB of RAM usage, in a end-game server (2.3mb save file)
In your home directory .config/epic/server/savegames
this is what i have my home and i don't have .config/epic on linux
i did the manual installation
ls -lah
then go into your user’s home directory
or the user that installed the dedicated server files
and do an ls there
my docker saves them in this location "appdata\satisfactory.config\Epic\FactoryGame\Saved\SaveGames\server"
Thanks so much man
CD .config
mine was from a network share.. so yeah wasnt a complete path
okay
Not sure why the saves aren't saved in the same directory as the server.
Welcome to the world of the Unreal Engine dedicated server.
😄
My Conan Exiles server keeps them in one place, but it has its own list of problems
to restart the dedicated server should i reboot the machine or the service
to be fair, I expected it to be a bit better… the last time I hosted and ran UE dedicated servers was Unreal Engine 2 games (UT 2003/2004).
do you NEED to reboot the machine?
I just restart the service
what's the name of the service ?
oh, god.
zomgcore: theology dumped

i'm trying to restart
From our personal testing, 6gb is the minimum. You can start a server on 4gb but you cant really play on a server with that amount.
damn i couldn't load the save :/
i added it manually and couldn't figure it out
it keeps loading the fresh new game
i already know this .. i was just saying in here one of the dedi devs said as reply to min ram .. 6gb is good min ram amount so far
cause i seen the chat about it and it comes up alot
good to know dev said and it should still be searchable .. its not just opinion from people .. cause u say 6 people think/say ok so 4 should be good for now unless the devs say different
so we got a stop point from dev for now
speedfragger, did u check the wiki lately it seems to be updated with some info
i havent tried changing or loading session names yet
Is there gracefully quit command using CLI?
I wanna periodically save game and quit/restart on my linux server.
Do you need graceful shutdown? The save should be everything the server needs to continue, I can't imagine there's any reason to worry about corrupt files or broken state.
the server seems to do an auto restart every 24 hours
sounds about right
there is only a steam server for now
but you dont need to own it on steam to run a steam server
i think you can... but the server would still need to run on steam
Is there any way to set the interval or time?
Afaik no. You can restart your server manually before the 24 h
If I restart the server manually, does it reset the restarting schedule?
But at / after 24 h , it needs to restart
k, thx
script to send ssh .. could save exit and launch .. .or app could restart for downed server after script does its thing
then schedule windows or wahtever to hit that script for u
I wonder when I quit the game program, will it save the current game?
I mean kill the program
it might not save if u say exit .. im not sure without testing it
but there is save cmd u just send that first then exit
Guys atm only 4 players on dedicated servers?
and iether launch from cmd or let app do it
yes
but u can change it
seearch here for how to increase player
its just the ini u need in right folder
and make sure the maxplayer section is first section in the ini
Game.ini right
think so do a search of what i said
it will find a paste i posted of the info from someone
Thanks
i see, thx
cheers
also that search if u go back will find other peoples posts about it incase that one isnt making sense
yw hmqgg
anyone having issues with noblisk on dedicated servers?
problem throwing it?
yeah
ya thats a know bug
cool
I managed to get it to glitch enough to kill off a bunch of gas plants
lmao
but its pretty unusable
found that if you put enough arc on the throw they do indeed throw
but yeah its buggy
is there a fixed release cycle for exp. or does coffeestain release bugs when ready?
Any 1 having a bug with the train and truck stop not wanting to unload on there servers?
yes known bug
should be another patch maybe today ... on stream they were saying it was in the works
but build server was taking the day off so hopefully soon
I will be extremely happy if I come home tomorrow from work and find patches for some of the more obnoxious issues
yup yup
For now it's bedtime
l8r
Error help me?
steamclient.so: cannot open shared object file: No such file or directory
[S_API] SteamAPI_Init(): Loaded '/home/container/.steam/sdk64/steamclient.so' OK. (First tried local 'steamclient.so')
yup 2nd line says the api loaded what was needed
I connect to the server but after 1 2 seconds it disconnects from the server.
check your ports
port forwards
1 sec ill look which
15000 Beacon Port
beacon should keep on u the server
still say its port
cause ur joining so 15777 works and 7777 if ur getting data
then last would be beacon which if not working will do that
and ur having nat detection failed
so maybe that port is already in use or something in tcp
15000
thats my guess at it 🙂
do you have ipv6 or some serious nat setup.. server isnt doing ipv6 yet far as i know so u might need to bind to the ipv4 ip on the dedi server for either one
-multihome <ip address> Bind the server process to a specific IP address rather than all available interfaces -multihome=192.168.1.4
im trying to join someones server and its supposed to ask me for password but its not im getting this error, any ideas
is it possible for me to connect via session ID instead
they have ppl who could connect its just me it seems
Check if ports are open. If they are open:
restart the server
if that not works:
restart the computer the server is running on
ok thx
also did you restart your game?
I discovered that if I have an error with my server and can't connect or it appears offline it is often fixed by restarting the game.
i restarted once
my client is giving the error, ISERVER:NO like it thinks that what im connected to is not the server
not a satisfactory server*
never had that error - did you check on Q&A for it?
nah, no point taking it that far until host has a chance to restart server
I can see your ping is very high. It's a known issue that the timeout window for establishing connections is a little low now and we have bumped that up significantly. That is coming with the next hotfix.
Unfortunately until that point all you can do is wait.
Hi there,
When running a dedicated server as a service on Windows, should it respect any program arguments such as '-unattended -log -nosteam'? I've added it as a service via both NSSM and Powershell and neither seems to launch the server with a log window opening up, or working with the other arguments.
That's just confusing wording. The client is in fact referring to itself as not being the server.
ok thanks
i can pm to let you know if the hotfix fixes this issue if u like
I would appreciate a ping in this channel so that others may be kept in the loop too.
Did we end up with the patch they mentioned in the stream yet?
Keep an eye on #patch-notes
👍
biggest hope for the next patch is signs being fixed
That and trucks
Hmm.... Wonder if i should also get a dedicated server and see how many automated factory carts it takes to crash one
Got trains working on dedi, had to build the trains in single player first and verify they were working, and then moved the save back to the dedi and as long as nothing is touched so far they are working.
i saw that comment and tried it and i didn't have any luck with it
I wonder how some ppl get so many votes in Q&A - well...
good luck 😄
loaded sp and it didn't work, replaced station and it didn't work, then i couldn't interact with the station at all, then i just gave up
You have to delete everything, even the rail, put 1 empty platform before the station, and the followed by freight platforms, dont put rails down for it to replace. that seems to break it for now.
idk how else to describe it, but this worked for me.
I login to the server but when I press server management the game crashes
All ports are open
are you using an existing save or a new one?
New one
@austere yoke, please don't DM to ask for help. Ask it here. Some of the members here may have been where you are too. If you fail to find a solution with the community, please report your issue to https://questions.satisfactory.com
More detailed information ( client logs ) would help use pin point what is going wrong more quickly.
I'm surprised you even have DMs open to people who aren't added as friends
start a new game solo and save it, put that save into the save folder of the server - and don't forget to type in the session name
It's my inexperience with the platform. Lemme fix that up real quick.
Mine are locked down, you can't even add me as a friend unless I add someone first
Hi,
2 days ago, for unkown reasons our dedicated windows server crashed. Since then, we can't load our save to the server, they're still there and we did a backup but the server won't recognize it and ask to create a new game. I tried to do a new game and see if the save would load but nope. Anyone who experienced it ? Thanks
(I did some research and it's too fresh to have online answers so here is my last attempt x))
How do you launch it from PS?
I tried & ".\FactoryServer.exe" -log and got the log window
I don't think you need .\ on windows
.\ mean acutal directory
Guys is there a config file which have the players id’s so I can delete players? Or there is a command to boot players or something? The reason is I have logged in with both steam and epic but on steam I have connected in with admin and client so that is taking two of the four slots
i think you need it in powershell
for CMD too ...
i launch it like this for PS .\FactoryServer.exe -log -unattended
The call operator (&) allows you to execute a command, script or function.
When you have only that one line its OK. But when you have more, the other will never execute without &
I have see that in the LOG when changing a sign then at the end its = flase and not false. Maybe a problem?
Maybe that why the sign not saved.
But its only a supposition.
It's either full path or .\ and I am lazy 
I´ve been searching the .ini Files for a max. player value, but there isn´t anything like that. Is it currently not limited to 4 players ?
They recommend 4 max, but you can have more
Yea think Jace said in a video that 1-4 is supported and 4+ is basically glhf
Yea I saw that as well, but there are some bandwith values in the .ini files, so maybe I play around with them once the server issues are ironed out a bit, thx
We should be getting a lot more control for servers before they're launched for EA. They're pretty primitive right now.
We have had 4 pretty much online all night, every night. Things can definitely get buggy, especially if you're all near one another or building within line of site of one another, at the same time. However, it has been fun as hell, and this game was already crack, now it's just crack with friends!
player would need to make the same changes to there ini for that to work
What's your RAM usage and CPU load with all 4 playing?
I host with a service. Loads are like 7%
We are about to unlock trains on our server, but they are still super buggy / possibly non operational, correct?
yes
is it known that signs reset on the server? i set a sign, disconnect myself and join back and the sign has been resetted, i dont care but just want to know if someone else knows figured this out ^^
Yep
We have been steady around 3GHz and 7.3G RAM with 2-3 players
i think the processor is my limit as it is seems to be only single treaded. (one of my cores is maxed 100% and the others are quiet)
does anyone know a way to make it use more than one thread?
it does use more than one thread
there is no way to make it multi thread... but it uses more then one core in my experience.
try -USEALLAVAILABLECORES in launch args
lol
idk if it does anything, but it's a valid option in client
you should watch the most recent stream, they covered multithreading
I gave it a shot but didnt see a change. My 2nd core is getting roasted. 🙂
short version is that it does use multithreading, but there's a limit to it because it relies on the main game loop for a lot of things
well 1 out of the 8 is getting cooked.
hmmm…. I’m not seeing anything in the wiki for this, but that doesn’t mean it ain’t there :D. Anyone figure out how to remove guest players from the server, from an imported save file? Got a few guest pioneers sitting around sipping their coffee. :D. is this a save editor kinda thing?
Or can I just “server.kickplayer Guestxxxxxx” and go on about the business of exploiting nature for Ficsit?
you can kill them but i don't know if they respawn without the person rejoining
They’re from where the clients logged out in the save file, while the save file was still on a client machine before being moved to the dedicated server. so the same players have been joining, but their ghosts are still on coffee break.
I mean, it is like a transporter accident and suddenly everyone’s got a doppelgänger 😄
ya the little sitting dudes. you can bash their head in to get the model to go away
Sweet. I’ll see what I can do. I’ll head off to the UE server side of things and see if there’s some commands I can try. If there’s one that works, I’ll add it to the WIki.
is there anyone else experiencing random server reboots when trying to shoot with a rebar gun?
i can craft the gun and reload without any problems but when i try to aim/shoot, the server just crashes ant reboots itself
Yes it’s bugged. You can’t use it right now
okay thanks 🙂 do the devs know?
Yeah it’s listed on the site
Anyone else having a weird behavior with the Hoverpack where sometimes after you crouch jump it sends you to max height?
that always happen to me
OK glad it's not just me. I can't figure out if it's something I'm doing, if it's intended or if it's a bug
its not related to dedicated servers it always been a thing
Ah gotcha. This is the first time I've gotten to Hoverpacks haha hadn't played much since U3
i find it happen if i hit a menu or when middle clicking
Ok so I watched the stream video to get info on the CPU issue. You were right it is a game loop thread issue. The CPU I am using is a I7 but each core is only 2GHz. So the game loop can only have up to 2GHz. I guess I need to find a faster CPU for the server. 🙂
wich Gen do you use?
I was hoping to offload the processing to an older laptop. So we would have to keep the gaming rig on 24/7. But now I know why that wont work 😦
it had a 2630QM
oh yeah this prob won't work 😄
if the game loop could use all the procs it would have but I didn't know about that limitation
but you should look for a CPU with a IPC (Instructions per Cycle) that means if a CPU can do one Task per Cycle you have 1 * 10^9 Instructions every secound, but if the CPU can handle 2 Tasks per cycle you basicly double your performance by using the same power and clock cycle...
A little slower but I run my server on an i5 2500k without issue.
My thought process is, what the server's doing used to be done on our own machines. And the same thread used for processing the server's event loop was probably also handling thread delegation and part of the render pipeline, networking, etc.
So it feels like a cpu half as powerful as say a 4th gen i5 should still be capable of running the server, no?
the 2500k is double the GHz/core over what I tried so that would work a lot better.
The 2630QM is ~45% slower than a 4690K in single-threaded performance.
Based on what I said above, unless the laptop's throttling and can't make use of its full boost frequency, I don't see why it wouldn't work.
Assuming you don't hit other limitations like available memory (Probably want 8GB in there), or disk performance (SSD pls).
There are other reasons you might not want to run a server right now like the sheer amount of bugs.
IPS is best measure. IPC is only part of the equation.
but its the most effective part of the equation, because its build into the CPU design....
Indeed. My CPU has such a high IPC.. but it performs like crap because it overheats and runs at 1.2GHz.
But it's high IPC so it must be good right?!
Long and the short, high IPC means nothing without some clock speed behind it.
the laptop I was using had 16G ram and a nice SSD the cpu is the limiter
my plan is to find a replacement with an i5 with 3.x GHz and try to get turbo working on this old laptop in the meantime
wait, in order to create a dedicated server, do I need to buy a game in steam?
Why does it run only from Steam?
CSS is still working with Epic to get the server onto the EGS
the Wiki has directions for how you can get the game from Steam regardless of whether you own the game there
See this channel's pins for directions
Where is the problem, to dl it from steam?
i see no problem
LogOnline: Warning: STEAM: Failed to initialize Steam, this could be due to a Steam server and client running on the same machine. Try running with -NOSTEAM on the cmdline to disable.
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline: Warning: STEAM: Steam API failed to initialize!
LogOnline: Display: STEAM: OnlineSubsystemSteam::Shutdown()
LogOnline: OSS: Unable to create OnlineSubsystem module STEAM
LogOnline: OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for module [EOS]
LogOnline: OSS: Creating online subsystem instance for: STEAM
in which cmdline should I enter -NOSTEAM?
the error is clear
in the cmd that start the server
what if i run from windows?
That error is normal as the steam subsystem isn't used at present.
or if it is, not used to get server queries like it normally would.
I spent god knows how long doing the standard troubleshooting for that error (which means it doesn't appear in steam) until I thought to just try to connect to the server. Head was in my hands for a while...
Anyone having issues with the Conveyor Lift Belt Hole ?
Can't put the second lift below as it tells me another similar build is in place, which is logic as there's a second lift above to get items out
See Bugreports. But it should be fixed internally
hope patch comes 
HI all
looking to work out how i got stuck in a train and booted me from the game and when i log back in i am a new player
I just now noticed that Ghoti is this memey way you can possibly spell "fish" and ONLY NOW do i get your pfp xd
You get a gold star! not many get it (:
Thanks Tom Scott
Hey there, i've got a bug to report: When using the Spiked Rebar the dedicated server will crash with the error message SIGSERV. Detailed:
Using the Rebar Gun is known to crash the server quite reliably, and will hopefully be fixed in the next patch
Nice
the QA site shows it to be 'fixed internally'
Thank god
personally I'd thank the devs but you do you (:
you can see all fixes here:
https://questions.satisfactorygame.com/latest
where does the server leave the logs on linux?
Yes I know this, I just haven’t checked in a few days lol
Depends, how are you running it, as a service?
yes
For the logs, look in the main install dir, in FactoryGame/Saved/Logs if memory serves
journalctl -xefu satisfactory (or whatever you named the service file)
I’d pipe that into lnav for easy viewing
You can yes
if you can pipe it you can grep it (:
I prefer to pipe into lnav, that journalctl command will tail it too, so if it’s running you can see it live, lnav just makes it easier to scroll, search, etc
(my last car had a bumper sticker on it that said: sed|awk 20[0-9]{2} -- Together we can do anything!)
lol
what does this do?
it gives a laugh to those who know. sed and awk are incredibly powerful text manipulation tools
Search it, or run it, your choice
(it's not an actual command, it was a spoof of US presidential campaign stickers. "Cheddar|Monterey Jack 2028: Make America Grate Again!")
lol
Can I migrate server files from steam server to a steamcmd server?
yep
all you should need to do is set up the new server, claim it, and set up the same Session Name and you should be able to load the save file right away
I just copy the SatisfactoryDedicatedServer folder to the one in steamcmd?
naturally shut down the old server first
no, use SteamCMD to re-download it as though it's a new install
if you want to install it to the same place, remove the old one first
the save files are in a different place from the server itself so you'll be fine
(for those wondering yesterday why the saves were in a different spot-- this is exactly why! (: )
Oh so i shut down the steam one and run the other, claim it and it should load the saves then, is that right?
just so!
Its saved in a different place
that makes your life even easier (:
cool thanks
Does anyone know hos to fix this?
looks fine
nothing to fix, that is an ignorable warning
there are other warnings you can ignore like the ones about the Epic Overlay and whatnot
But shouldn’t it open the experimental version?
I don't understand the question
the only available dedicated server is for the Experimental build
its just a server
Ok ty
happened to me i was knocking my head against the wall till i figured out how to port forward
there is an overview of which ports to forward in the wiki (see the pins)
But i already did 15000, 15777 and 7777
for details on how to forward, consult your router's documentation
double-check that you are forwarding the UDP ports and not the TCP ports.
ok now add server with your external ip address
(forwarding both is fine but you must forward UDP)
exactly
Oh… i didn’t
not tcp
Am i the only one going crazy about this "Bug fix" that is coming out?
Hm?
I need help please, I migrated to steamcmd server, it is working fine was able to connect and play, now, closed epic and steam where the server is running and moved over to my main pc now both steam and epic says 'Continued without multiplayer' could this issue be due having both games on both pc's?
I what this bug fix update to come out now. I hope it fixes alot of stuff that is broken
Ah, yes. I've been checking back daily to see when the next patch is released, as exploring without explosives is a little more annoying.
I what Trains to work more then anything right now.
Hey. Sorry for the (probably already ansered) question... I own Satis on Epic. Now i want to make a server for my dudes to play with me... Do i have to own the Steam version to make a Server?
no
is there a tutorial where i can read how to get the server version with epic?
Im not very good at this stuff. sorry.
They Wiki in the channel
oh cool. i will try to read and understand it 😄 thanks
good luck - and we're here to help if you get stuck (:
👍🏻
fix what? looks fine
fun programming splitters kills the server
does the railgun crahs the server
rail gun
using a train track as a projectile launcher is prone to cause crashes now that they're implemented, yes
lmao, if it flys or explodes it seems to cause issues
Hey guys 👋
I'm having some brainfarts over here trying to set up a server for my existing satisfactory world. I have a game server hosted by LogicServers. But I cannot manage to set it all up using the satisfactory wiki on dedicated servers. What exactly do i have to do on the server side and then on my client side?
Any tips?
is your hosting provider giving you a complete host to set up, or are they providing just access specifically to a Satisfactory server instance?
specifically for satisfactory
so from my understanding the server .exe is running already
in that case, all you should need to do is make sure you have the Experimental branch for your game client, and from the Main Menu, to go Server Manager on the left
once there, you should see an Add Server button. Click it
In the dialog, enter the address and port (if you got one) from your provider, and you should be off to the races
I've done all that. And in the serverlogs i can see that there is a connection from my side. But the thing is I can not manage to get in to my save file. It always says in the server manager that i have to create a game or load a game. But when i click on "Manage Saves" it says "Under Construction"
okay, got you
Do I have to upload my savefile to the server or should it pull it from me locally
before you can import a save, you have to have the server start a new game and have it running
once it is you should be albe to upload the save through your hosting service
make a note of the Session Name for the save
once the save file is in place, set that Session Name in Server Settings, and the go to Load Game and you should see the save ready to load
ohh okay
once you do the server will after a moment kick you out
once you reconnect, that save should be loaded
looking for a keyword in logs when someone disconnects, but apparently the server does not give a shit and it doesn't log anything
anybody found the same?
where can we give them feedback?
The server logs quite a bit actually, incluiding both connects and disconnects
look for the magic words 'closing connection' or 'connection accepted'
or 'Join succeeded`
no results
the only thing I saw is Join succeded but I knew that before you said it
try with grep -i
found it, ty
better yet, start tailing the log into a capture file, and connect and disconnect a few times, then review. Glad to've helped! (:
I can review it in real time, I'm alone atm
but it'd be cool to tail the logs and filter them only a file
and yes, the logs do a lot of logging, I imagine when it gets closer to production they'll take out and make more-readable some of the debug-level stuff we're seeing now
for example to only have connects and disconnects
you can
that'd be a dream
tail -F file | grep -E 'this|that|the other'
would like to set it up automatically
but I'll have to learn further into linux services for that
Hi ive lost the connection to the server while i was in dead screen. After rejoining I saw MY dead body and revived him and now hes sitting there like an offline player.