#dedicated-servers

1 messages Β· Page 184 of 1

full vector
#

kill it and reclaim your stuff

wild herald
#

But i cant kill an offline player

marsh dawn
#

You can, it's just tanky AF.

wild herald
#

for sure just keep hitting em ?

marsh dawn
#

Yes

solemn laurel
#

Is there any known issues with invisible conveyors with the DS?

frosty gale
#

It's been reported, not sure if it's been acknowledged.

wild herald
#

the crate just appeard automatically thank you for your help

frosty gale
sacred peak
#

my came was crashed relogged in and has a new player and mys real player from bevore the crash of my client is sitting in a train, something i can do?

sacred peak
#

where is the save game folder in linux?

warped valve
#

~/.config/Epic/FactoryGame/Saved/SaveGames

quick mist
warm canyon
#

Is there an easier way to set up dedicated servers rather than doing the whole steam cmd and all that

cinder wind
#

easier is a relative term

quick mist
#

if you want easier than "run two commands" I don't know what to tell you

warm canyon
#

2?

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I haven't seen a 2 step tutorial yet

versed merlin
quick mist
#

apt-get install steamcmd (on Debianlikes); /usr/games/steamcmd [args].

warm canyon
#

The dedicated servers tool?

quick mist
#

at the terminal of any Debianlike Linux distro

cinder wind
#

press ctl, alt, T

quick mist
#

sure, there are more than two steps if we're starting from "first, decide what kind of computer you want."

solemn laurel
quick mist
#

belts becoming invisible on dedicated servers is a known issue CSS is working on

warm canyon
#

I really don't understand dedicated servers, are you using an actual server and if you are why would they be free

quick mist
#

the software is free. If there are freely available servers, that may incite more people to buy the game client for themselves or their friends

quick mist
#

not that I am immediately aware of

quick mist
#

currently the server is available from Steam or SteamCMD for zero dollars. CSS is working with Epic to get the Server onto the EGS

warm canyon
#

Oh okay

#

What is debianlike

open valve
quick mist
#

any Linux distribution descended from Debian, such as Debian itself, Ubuntu, Mint, Pop!, and a score of others

warm canyon
#

Uh

edgy crag
#

Hey all, have some issues, but I know this is a new system. Is there an FAQ out and about? I wanted to experiment but cant find the dedicated server tool on steam.

quick mist
#

check the Pins, @edgy crag , there is a link to the Wiki with details

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also, the Q&A site is tracking known issues

edgy crag
#

Ah thanks. Was just there. Since the first part was referencing steam and the tool thats where I got hung up

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"Coffee Stain is currently working with Valve to make the Dedicated Server visible in the normal Steam client to accounts which do not currently have access to the Satisfactory game client." Oh, theres the issue

quick mist
#

If you don't own the game on Steam, there's a problem on Valve's side where the dedicated server does not show up in Tools sometimes like it is supposed to. Even if this is happening to you though you can still get the server through SteamCMD on Windows or Linux

sacred peak
#

somebody know how i can relink my oplayer to the old player when i has duplicated my player?

edgy crag
#

My bad, thanks for the pinpoint

quick mist
#

not really, @sacred peak , but you can whap your old character with a Xeno-Basher until it drops its stuff and "inherit" it all

sacred peak
#

I had used the SatisfactorySaveEditor and removed the new player but it doenst have worked

quick mist
#

that is a problem

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hmmm.. derail the train?

sacred peak
#

i know, i think i can delete the char in the train and simply cope the inverntory with the save game fiole editor

sacred peak
quick mist
#

I don't know if you pop out if your locomotive derails or not

sacred peak
#

no doenst pop out

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maybe manipulate the file, that the char isnt in the locomotive anymore

quick mist
#

you might have to edit the save: delete the locomotive and the character therein and build a new one

warm canyon
#

What does the actual 'Satisfactory Dedicated Server' tool do?

quick mist
#

it runs a Server to which people can connect from the game client in the Server Manager

sacred peak
warm canyon
#

Does it give me the IP and stuff?

quick mist
#

your internet service provider gives you an IP address

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it just uses it

warm canyon
#

So I launch the tool?

quick mist
#

the Wiki explains things pretty clearly

little pine
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I'm trying to get it to work on windows Server 2019 but if I try to launch it I get thi error:

warm canyon
#

Ive been looking at the wiki and youtube videos and stuff but I just don't undertsand it

little pine
#

`Fatal error: [File:D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerQuerySocket.cpp] [Line: 29]
Could not bind to port '15777'. Server cannot continue initialization.

0x00007ff8d8f59329 KERNELBASE.dll!UnknownFunction []
0x00007ff8b803f136 UE4Server-Core-Win64-Shipping.dll!ReportAssert() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\core\private\windows\windowsplatformcrashcontext.cpp:1627]
0x00007ff8b8041306 UE4Server-Core-Win64-Shipping.dll!FWindowsErrorOutputDevice::Serialize() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
0x00007ff8b7fbe7ed UE4Server-Core-Win64-Shipping.dll!FOutputDevice::LogfImpl() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\core\private\misc\outputdevice.cpp:61]
0x00007ff8a816e0a6 UE4Server-FactoryGame-Win64-Shipping.dll!FServerQuerySocket::Init() [d:\ws\sb-160502110050-fad\ue4\games\factorygame\source\factorygame\private\server\fgserverquerysocket.cpp:31]
0x00007ff8b80544e2 UE4Server-Core-Win64-Shipping.dll!FRunnableThreadWin::Run() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:75]
0x00007ff8b804d9b1 UE4Server-Core-Win64-Shipping.dll!FRunnableThreadWin::GuardedRun() [d:\ws\sb-160502110050-fad\ue4\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:35]
0x00007ff8dbbf7974 KERNEL32.DLL!UnknownFunction []
0x00007ff8dcbfa2f1 ntdll.dll!UnknownFunction []

Crash in runnable thread ServerQuery`

sacred peak
quick mist
warm canyon
little pine
#

ahm I'm pretty sure there is nothing else

quick mist
#

run Get-NetUDPEndpoint in PowerShell, see if 15777 shows up

warm canyon
quick mist
#

congrats, Monkey, you now have a server running to which you can connect a game client

warm canyon
#

So how do I do that

#

Do I just run satisfactory??

quick mist
# little pine I got this:

'could not bind to port' means that either the port is already in use or that something is blocking the ability to bind to that port.

sacred peak
quick mist
#

Monkey: short answer: yes. And then you can play on your server. if you want friends (who are not in the same building as you) to join you, you will need to set up port forwarding. Which is explained on the Wiki

warm canyon
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Ooh ok

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I'll take a look at doing that then, thanks

quick mist
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cheers!

sacred peak
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ouh, wow i havbe removed my old player from the trainΒ΄: removed from the player the train poroperty but the player is away, i think i mus search the locatrion from the player now xD

little pine
#

btw... where is the log file?

sacred peak
#

i think i easilly manipulate the inventory to mine

little pine
# quick mist 'could not bind to port' means that either the port is already in use or that so...

So this is bad? `PS C:\Users\Administrator> Get-NetUDPEndpoint

LocalAddress LocalPort


:: 62345
:: 62110
::1 49664
:: 5355
:: 5353
:: 3702
:: 3389
:: 123
fe80::88a2:49ce:56f1:80c7%12 53
::1 53
0.0.0.0 62344
0.0.0.0 62109
127.0.0.1 49667
0.0.0.0 15777
0.0.0.0 15000
0.0.0.0 7777
0.0.0.0 5355
0.0.0.0 5353
0.0.0.0 3702
0.0.0.0 3389
10.10.10.63 138
10.10.10.63 137
0.0.0.0 123
127.0.0.1 53
10.10.10.63 53`

quick mist
#

From those results, it looks like you already have a Satisfactory server running.. or something else that's using ports 15000, 15777, and 7777

little pine
#

hmm... I'll try a restart

sacred peak
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so, i have simply changed the id`s fgrom the inventory and hope thats work, pray for me

edgy crag
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Tried to figure out how to run everything through steamCMD... and I think im just going to get the game through steam so I can use the tool. :/

tame solar
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no word on when is that supposed to come, though

quick mist
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Or do, I'm sure CSS would like the extra money

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but only if you have the money to burn

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and want to

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but you do not need to spend money to get the server software

tame solar
#

CSS is now after me after I said that

edgy crag
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I got it on sale through epic like... a while ago

tame solar
#

oh, sure, if you want to support the devs, go for it πŸ‘

quick mist
#

I'm probably going to buy it on Steam as a double-dip just to give some support to a dev that support Linux and dedicated servers

lone knoll
#

Do I have to open my router ports to play on a server?

quick mist
#

no, only to host one

lone knoll
#

I can't seem to join any servers though

frosty gale
#

Are you expecting a server list or trying to input IPs of servers you know of?

scarlet rose
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There isn't a server list, you have to get an ip address from someone to play on

scarlet rose
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the hardest thing you will be doing is port forwarding the ports needed

edgy crag
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Okay, got everything going. The only thing im confused about is how to start a game on a server. Since I can only "join" a game through friends or a session ID, do I have to get the ID from the server info?

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Oh good timing

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Yea my ports are already forwarded

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Just trying to learn the server commands and stuff

scarlet rose
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there are only two

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stop and save the game

quick mist
#

Saladin0: on the left side of the menu, go to Server Manager, then Add Server

edgy crag
#

Got it!

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Working now

quick mist
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you do that both to administer the server and to connect as a client

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enjoy!

edgy crag
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Preparing a new game

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It was just odd that the server creation was inside the game ui, caught me off guard

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Assumed I had to do some CMD line nonsense with the server

warm canyon
#

What do I do from this point

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I've been tinkering with steamcmd and all that and ive gone back to using the dedicated server tool

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I think it's started up but im not sure

velvet abyss
#

any of the dev dudes here. where would yall want me to send a crash log file. been having a lot more crashes lately past day or two

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i guess just the crash tag on the questions site huh

warm canyon
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Yeah probably

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I think that's what they say on youtube patch notes and stuff

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Do I need to open the router ports and stuff

solid shoal
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is there any way to access the server other than in game on the host pc? I'm trying to configure the server, but my server computer can't run the satisfactory game.

thorny magnet
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you don't have to be in game on the host pc, just logged in as admin, I believe

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someone else correct me if I'm wrong, I don't think I set mine up on the host pc, but... i can't recall

velvet abyss
#

oh hey, speak of the devil, its a patch

warped valve
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There is a patch πŸ™‚ (did anybody allready see a patch note?):)

velvet abyss
#

i saw myself ctrl+f signs and am happy to test this potential fix

main iris
#

Hey guys. I am running a server with a few friends. However its already getting quite slow... particularly the conveyor sorters seem to actually be bottlenecking the lines as they work. The server is kinda low quality... onlt 3.8ghz cpu and 8gb of ram. Is it the low specs causing the lag? or something else? Id like to note we are only at tier 4, but we do have around 200 smart splitters and 2000ish conveyor splitter or mergers running and around 500-600 machines.

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^Im hosting with GTX gaming. I would have local hosted, however I am a student and I dont have full access to the network settings to port forward

frosty gale
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I'm running mine on a 1.9 GHz with 8GB or RAM. Sounds like you've got more stuff going on than our game, though.

valid geyser
#

gnarf
sudo systemctl restart satisfactory.service
[....]
0x00007f13bfe20d63 libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::_ThreadProc(void*) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
0x00007f13c041e6db libpthread.so.0!UnknownFunction(0x76da)
0x00007f13bc04f71f libc.so.6!clone(+0x3e)

[2021.11.03-21.41.51:934][ 0]LogExit: Executing StaticShutdownAfterError
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
Segmentation fault

😦

frosty gale
#

It is, yes. One of those tiny "fits on your palm" type mini PCs

quick mist
main iris
frosty gale
#

It's a dual core

loud sandal
#

yep

cedar notch
#

Same

valid geyser
loud sandal
#

we have to wait for a fix πŸ™‚

main iris
#

^Thanks for the info... I will have to make a few guesses as to what the problem is XD

hardy agate
#

ah, there's more

severe river
#

Is there a way to expand the player limit for the servers?

unreal cave
#

Just updated the server, for me is segfaults when binding to the proper ports

#
Fatal error: [File:D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerQuerySocket.cpp] [Line: 25]                                                                                                        Could not bind address '0.0.0.0:15777'. Server cannot continue initialization.                                          Signal 11 caught.                                                                                                       Malloc Size=65538 LargeMemoryPoolOffset=65554                                                                           CommonUnixCrashHandler: Signal=11                                                                                       [2021.11.03-21.46.41:718][  0]LogCore: === Critical error: ===                                                          Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
frosty gale
worldly iris
#

So no fix for broken train stations... crap

warm canyon
#

Do you have to manually open ports if you are using the steam dedicated server tool for satisfactory?

loud sandal
worldly iris
#

Obviously

warm canyon
worldly iris
#

Thats like asking if you need to still open a door since youre wearing blue

frosty gale
#

oh gods.. This updated made it prompt for the password for the first time since I set the server up. That had me sweating for a bit.

jolly bough
hardy agate
#

yup, checked if port wasnt by any chance taken by something else during the restart, but nope, it's free

jolly bough
#

Port 15777 is free nothing running on it

unreal cave
#

Yea, it's broken currently :p

frosty gale
#

Runs fine for me after update (on Windows)

unreal cave
#

So we just have to wait for a new patch :p

loud sandal
frosty gale
#

and looks like signs have been fixed. Oh sweet mercy. I guess a single logout/login is too soon to tell, but that would be the final hurdle to making an effort at actually building again

velvet abyss
#

so i set a sign before i logged off to patch, and i logged back into see:

jolly bough
#

i thing its something with the ipv6 update

velvet abyss
#

it works!!!

frank stag
#

how does one update the server to the current patch?

velvet abyss
#

same way you install it

sacred peak
#

ahh, i see linux servers doesnt work after udpate

velvet abyss
#

same cmd line

hybrid kindle
#

Linux didn't like the IPv6 :p

ember thunder
#

how do you update the server using steamCMD?

quick mist
#

The same command used to install is also used to update

velvet abyss
#

the same line you used to install the server

quick mist
#

||that's is, once I'm done with work I'm adding that to the Wiki ||

velvet abyss
#

if you made it a bat file you can just reuse it to update

hollow pine
#

How to put a dedicated save to a new game ?

nova ether
#

Someone also have a server which crashes when starting? (after this update)

velvet abyss
#

log into it from the client as admin and theres a create new game button

nova ether
#

Yes

edgy crag
#

Hey, just wanted to say you guys are awesome. Got a friend playing through dedicated servers, and everything is so much smoother than last time we played

devout dune
#

who else?

jolly bough
sacred peak
devout dune
#

lmao linux broke!

subtle cairn
#

kinda wish i came here before updating, but wheres the fun in that

fiery linden
#

I have a linux server and it booted up fine

hollow pine
hardy agate
nova ether
fiery linden
lost plover
unreal cave
lost plover
#

Server won't start on new update

wind gulch
#

Same problem here

unreal cave
#

Is broken :p

#

Wait for update

wind gulch
#

Looks like a bug in the new version

sacred peak
#

I have ipv6 and ipv4 on my server but not in the satis server config and it doesnt work

devout dune
#

lmao dog

lean quest
#

Anyone gone past 4 on a dedicated server?

wraith pebble
#

everyone getting segfault like me with new update?

fiery linden
devout dune
velvet abyss
wraith pebble
devout dune
#

lets spam ping the devs so they fix it /s

devout wagon
#

working fine for me on linux.

hardy agate
devout wagon
#

and do not have ipv6 on though

jolly bough
nova ether
#

how do i set up ipv6? i got one on my server

unreal cave
wraith pebble
devout wagon
#

i just updated in amp

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and started it

hollow pine
devout wagon
#

working fine

sacred peak
still barn
#

Hi πŸ™‚ is there a known bug on dedicated servers with the conveyer floor holes ? can place on one side the lift but on other side game says "An identical buildable is already built there!" ... or do i something wrong ? 😦

fiery linden
#

Also using AMP on Ubuntu 20.04. The machine has ipv6 too

velvet abyss
still barn
#

latest update ? when did it released ? o.O dont got some update

civic barn
#

some minutes ago

velvet abyss
#

like 5m ago

civic barn
#

22:37 πŸ˜„

minor narwhal
devout wagon
foggy agate
still barn
#

thx πŸ™‚

fiery linden
foggy agate
#

patch notes

velvet abyss
#

fwiw, i just made one and it worked fine on my ded server

devout dune
#

what is amp?

devout wagon
#

nice @fiery linden

#

server manager

spiral root
#
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
^M
[2021.11.03-22.02.55:652][  0]LogCore: Fatal error: [File:D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerQuerySocket.cpp] [Line: 25].
Could not bind address '0.0.0.0:15777'. Server cannot continue initialization.
0x00007f0700187665 libUE4Server-FactoryGame-Linux-Shipping.so!FServerQuerySocket::Init() [D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerQuerySocket.cpp:25]
0x00007f07563eba14 libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::Run() [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:16]
0x00007f07563b3d63 libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::_ThreadProc(void*) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
0x00007f07569b3609 libpthread.so.0!UnknownFunction(0x9608)
0x00007f075281d293 libc.so.6!clone(+0x42)```
civic edge
#

Same issue with latest dedi on linux.... issues binding socket to address (ipv4)

jolly bough
#

yeah bring up ipv6 and destroy the ipv4 only xD

spiral root
#

Too late when server and client has auto-updated.

hybrid kindle
#

It's never late to wait

devout dune
#

lets hope for a hotfix tomorrow

lost plover
#

Lets hope for a hotfix today

jolly bough
wind gulch
#

I'm having the same problem with both IPv4 and 6

lofty latch
#

Latest version really does not want to start

spiral root
sacred peak
lost plover
lofty latch
#

its a segfault

cursive zenith
#

No train fixes for us yet :(

jolly bough
lofty latch
#

I think it's misreporting the error

sacred peak
#

Have somebody created a qa site entry

burnt blaze
#

Batch file to update server through SteamCMD. Obvi, replace directory with whatever you use.

set STEAM_CMD_LOCATION="C:\SteamCMD"
set STEAM_USERNAME="anonymous"
start "" steamcmd.exe +login "%STEAM_USERNAME%" +force_install_dir c:\satisfactoryserver +app_update 1690800 validate +quit```
lofty latch
#
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003
LogCore: Fatal error: [File:D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerQuerySocket.cpp] [Line: 25]
foggy agate
#

yeah its bugged πŸ˜„

lofty latch
#

methinks some bad pointer arithmetic

jolly bough
#
Could not bind address '0.0.0.0:15777'. Server cannot continue initialization.
0x00007f0112e40665 libUE4Server-FactoryGame-Linux-Shipping.so!FServerQuerySocket::Init() [D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerQuerySocket.cpp:25]
0x00007f0158e4ea14 libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::Run() [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:16]
0x00007f0158e16d63 libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::_ThreadProc(void*) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
0x00007f0159414fa3 libpthread.so.0!UnknownFunction(0x7fa2)
0x00007f01552894cf libc.so.6!clone(+0x3e)




[2021.11.03-22.00.21:050][  0]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003

[2021.11.03-22.00.21:050][  0]LogCore: Fatal error: [File:D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerQuerySocket.cpp] [Line: 25] 
Could not bind address '0.0.0.0:15777'. Server cannot continue initialization.
0x00007f0112e40665 libUE4Server-FactoryGame-Linux-Shipping.so!FServerQuerySocket::Init() [D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerQuerySocket.cpp:25]
0x00007f0158e4ea14 libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::Run() [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:16]
0x00007f0158e16d63 libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::_ThreadProc(void*) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
0x00007f0159414fa3 libpthread.so.0!UnknownFunction(0x7fa2)
0x00007f01552894cf libc.so.6!clone(+0x3e)





0x00007f0158df7eb6 libUE4Server-Core-Linux-Shipping.so!FGenericPlatformMisc::RaiseException(unsigned int) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp:472]
0x00007f0158f9332b libUE4Server-Core-Linux-Shipping.so!FOutputDevice::LogfImpl(char16_t const*, ...) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:61]
0x00007f0112e40665 libUE4Server-FactoryGame-Linux-Shipping.so!FServerQuerySocket::Init() [D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerQuerySocket.cpp:25]
0x00007f0158e4ea14 libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::Run() [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:16]
0x00007f0158e16d63 libUE4Server-Core-Linux-Shipping.so!FRunnableThreadPThread::_ThreadProc(void*) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:185]
0x00007f0159414fa3 libpthread.so.0!UnknownFunction(0x7fa2)
0x00007f01552894cf libc.so.6!clone(+0x3e)
``` First Line...
lofty latch
#

It couldn't bind to the socket because of the segfault

#

that's what it's saying

#

at least that's what it looks like

hidden rapids
#

TLDR; we need new update yes ? πŸ˜„

sacred peak
#

Is theete maybe a setting to turn lff ipv6 in the game.ini ore something

foggy agate
hybrid kindle
spiral root
#

Yes SegFault caused by Networking.

civic barn
#

Dont blame the network πŸ™‚

subtle cairn
lost plover
stiff void
#

I'm getting a cannot bind to- Aand now I see its a server problem

quick mist
#

I think if you use -multihome with the IPv4 address it may skip trying to bind to the IPv6 interface(s)

spiral root
#

Yes an Update to include ipv6 support which is now causing issues binding to ports (AKA Network) causing a SegFault

hidden rapids
#

Where does it bind the IP, I have replaced "0.0.0.0" everywhere on my server, and still it says could not bind 0.0.0.0

quick mist
#

see the wiki under Command Line Options,

prime gorge
sacred peak
#

Simply if ipv6 configured then use ipv6 elseif ipv4 and ipv6 configure use both and elsif ipv4 configured use ipv4πŸ˜‚

tulip coral
#

have the same issue on pterodatyl on debian 10 using docker, before the update just a few bugs, but now, not even starting with the same error codes

hard token
#

just add -multihome=your.ip to your startscript/command and it works

quick mist
#

Thanks for confirming WILLER! 🍻

stiff void
#

not for me

hard token
#

yes

devout dune
#

lets try it

hard token
#

my linux server started now and i joined

velvet abyss
#

signs seem to be fixed, trains seem to be fixed, floor conveyors are fixed, programmable splitters still buggy

hidden rapids
#

Can confirm the -multihome={YOURIP} in cmd line works.

rigid walrus
#

Also confirmed

stiff void
#

idk why

jolly bough
#

can someone pin the solution ?

devout dune
flat forum
#

is {Yourip} your local or public ip

hidden rapids
#

@hard token cheers bro!

flat forum
#

or just 0.0.0.0

hidden rapids
#

public @flat forum

spiral root
flat forum
#

cheers

rigid walrus
#

basically do ./FactoryServer.sh -multihome=IP_ADDRESS

devout dune
#

yeah that

#

ok

hard token
#

yes

devout dune
#

lets try it

nova ether
#

confirmed πŸ™‚

worldly pond
#

Worked for me

stiff void
#

Server cannot continue initialization.

#

Even with that

prime gorge
#

Thanks alot - can confirm it working, too. Is this just a small thing until the next update? Or will it be more permanent and therefore should've been announced in #patch-notes?

stiff void
#

Changed to the VPS IP, to 0.0.0.0, and to my personal IP

sacred peak
stiff void
#

Why am I the only one that this doesn't work for

hard token
flat forum
#

use 0.0.0.0 not public ip

#

That worked for me

lost plover
#

Multihome does not work for me

teal bobcat
flat forum
#

try adding -multihome=0.0.0.0 to the startup flags

devout dune
#

it takes my IP and throws exactly the same error

stiff void
#

I've done that

devout dune
#

instead of saying 0.0.0.0 it has now my IP

lost plover
spiral root
#

if your using linuxGSM you can just edit ~/lgsm/config-lgsm/sfserver/sfserver.cfg adding .. ## Server Parameters | startparameters="FactoryGame -ServerQueryPort=${queryport} -BeaconPort=${beaconport} -MultiHome=0.0.0.0 -Port=${port} -log -unattended"

foggy agate
#

but the server runs πŸ˜„

stiff void
#

Whoops I forgot to disable the ping

#

sorry

amber socket
amber socket
# stiff void Any idea about pterodactyl?

Just got it to run in ptero.
This is my startup command: ./Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame -Port={{SERVER_PORT}} -ServerQueryPort={{QUERY_PORT}} -BeaconPort={{BEACON_PORT}} -multihome=0.0.0.0

spiral root
#

If on Linux - Use "MultiHome" not "multihome"

valid geyser
#

πŸ‘

hollow pine
#

Anyone having save issues with servers ?

foggy agate
amber socket
lost plover
#

Okay

hidden rapids
#

More specific @hollow pine ?

spiral root
#

Ahhh weird it wasn't loading with multihome for me but it now with MultiHome lol

devout dune
lost plover
#

Not for me

hollow pine
glad mesa
#

what does the -multihome flag actually do?

hollow pine
#

That's my original save

foggy agate
hollow pine
#

When it overwrite

upbeat adder
#

anyone confirm if the Nobelisk is still broke on there servers

sacred peak
fallen sinew
sacred peak
#

Load the savegame in singlepΓΆayer save it then they habe a new change datetime i think he looks for the newest file

hollow pine
#

mmh

ember thunder
#

server on windows, everything starts up ok, created a new session, but after connecting to it server just shows timeout error

hollow pine
#

So the latest save then ?

icy field
#

Is there a way to completely disable autosaves on a dedicated server so that the saves can be fully managed manually? On my save, any attempt to save the game causes a crash of clients - the size of the save is 13 MB.

thorny magnet
#

Anyone have any insight to what these large amount of warning messages mean?

plush iris
#

my server is crashing after the update from today, anyone having the same issue?

#

can't boot anymore

quick mist
#

can confirm on my side to setting -multihome with an IPv4 address fixes the startup crash.

sacred peak
quick mist
#

updating the wiki

plush iris
hidden rapids
#

@plush iris what does the log state? - If it cant bind to 0.0.0.0 you need to put -multihome=YOURIP in your cmd line

lofty latch
#

@devout wagon @fiery linden and anyone else on AMP - you can edit GenericModule.kvp to have App.CommandLineArgs={{$PlatformArgs}} -MultiHome={{$ApplicationIPBinding}} ?listen -Port={{$ApplicationPort1}} -BeaconPort={{$ApplicationPort2}} -ServerQueryPort={{$ApplicationPort3}} {{$FormattedArgs}} - and it'll behave

#

new setups use this by default as it happens

plush iris
#

looks like memory error?

#

[2021.11.03-22.28.39:375][ 0]LogCore: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to write memory at address 0x0000000000000003

quick mist
#

Wiki updated.

devout dune
#

in a big red banner

fallen sinew
#

People have reported -multihome doesn't seem to work though?

quick mist
#

I'm using it right now and it fixes the crash, so it clearly does something

fallen sinew
wild herald
#

Is there also an workaround for the wolveix docker ?

hidden rapids
#

Depends if people use the perm the right way ofc.

fallen sinew
#

True

#

I'll edit my QA post with workaround

#

Can someone provide exact wording please?

#

Is it literally just "In order to work around this, you need to supply -MultiHome=0.0.0.0 to the execution command"?

gaunt gorge
#

@fallen sinew From my understanding it needs to be -MultiHome on linux, I can confirm the setting is case sensitive and is (currently) required to get the server running.

upbeat adder
#

-MultiHome=0.0.0.0

warped valve
#

-multihome=192.168.1.4 (Where 192.168.1.4 is your Ip)

devout dune
gaunt gorge
#

I'm using -MultiHome=0.0.0.0 with success on Linux (docker)

upbeat adder
#

use 0.0.0.0 then it will bind on all interfaces

fallen sinew
#

In order to work around this, you need to supply -MultiHome=0.0.0.0 to the execution command"

Above correct?

lofty latch
#

@upbeat adder howdy

upbeat adder
#

hi mike you good ?

lofty latch
#

aye, there's a fix for this now πŸ™‚

#

I posted it in the other place

quick mist
#

well, a mitigation

lofty latch
#

aye

gaunt gorge
#

@devout dune Interesting, lowercase failed for me... I wonder if there's something buggy going on, I was able to use 0.0.0.0 as the address for a docker container, but my containers on this machine are -net host

lofty latch
#

sup commander keen πŸ™‚

upbeat adder
wild herald
#

How do I use multihome in wolveix docker container ?

fallen sinew
clear frigate
#

Hello, i am using the LinuxGSM variant of the Satisfactory server, where would i go about fixing the multihome issue ?

quick mist
#

can't you tell your docker container to just use IPv4?

gaunt gorge
#

@wild herald You would need to modify the run.sh file, an easy way to do this is to use a volume mount override the file in the container.

eq:

docker run -d --name=satisfactory-server -h satisfactory-server -e DEBUG=false -e MAXPLAYERS=8 -e PGID=1000 -e PUID=1000 -e SKIPUPDATE=false -e STEAMBETA=false -v /path/to/run.sh:/home/steam/run.sh -v /path/to/config:/config -p 7777:7777/udp -p 15000:15000/udp -p 15777:15777/udp wolveix/satisfactory-server:latest

And have the modified run.sh in whatever directory your config is.

wraith pebble
wild herald
#

Thank you

quick mist
clear frigate
#

Got it, thanks

quick mist
#

o/

gaunt gorge
lucid jasper
#

are train loading/unloading still broken on the new update? ^^

quick mist
compact basin
#

anyone having an issue with their server not starting back up after doing a restart with the current hotfix that jsut got released today?

upbeat adder
lucid jasper
quick mist
gaunt gorge
#

@compact basin Yes, you need to add -MultHome=0.0.0.0 option to your startup command wiki should be updated with a note about it right now.

stiff void
#

rn I'm getting NotifyAcceptingConnection accepted from: ip:random port

quick mist
#

and?

low nest
#

i have a server where i don't have access to the startup command. but i can access the file FactoryServer.sh .
any way to put the multihome in there ?

quick mist
#

let me look at the script

#

yes, add it to the last line after "$@"

#

e. g. "$@" -multihome 1.2.3.4

valid geyser
#

0.0.0.0

low nest
#

i will try

quick mist
#

BE ADVISED that will get reverted probably next update or verification

gaunt gorge
#

@low nest You may be able to use -multihome=0.0.0.0

quick mist
barren viper
#

Is anyone else having problems with the trains.
We can not go with(they do not accelerate)
They are not loaded or unloaded

quick mist
#

I was still crashing when using 0.0.0.0, I used the actual IP my eth0 was bound to

low nest
#

same problem @quick mist sorry

quick mist
#

darn ):

lucid jasper
#

inside docker, 0.0.0.0 works flawlessly

hollow pine
#

Didn't worked @sacred peak

prime gorge
weak spear
#

(using steamcmd on linux) the "-multihome=0.0.0.0.0" argument worked for me, i put it at the start before defining the ports.

fallen sinew
#

I can confirm multihome works within Pterodactyl as well, adjusting the startup command all that was needed

compact basin
#

||[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target

[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/home/steam/.steam/steamcmd/steamcmd.sh +login anonymous +force_install_dir "/home/steam/SatisfactoryDedicatedServer" +app_update 1690800 validate +quit
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
KillSignal=SIGINT
WorkingDirectory=/home/steam/SatisfactoryDedicatedServer

[Install]
WantedBy=multi-user.target|| Where would i add the "-multihome=0.0.0.0.0"?

#

well i tried to make is smaller lol

quick mist
#

at the end of ExecStart

wild herald
#

Where would i add the multihome in the run.sh of the docker container ?

cedar notch
#

ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh -multihome=0.0.0.0.0 @compact basin

low nest
#

i only have this FactortServer.sh
´´´
#!/bin/sh
UE4_TRUE_SCRIPT_NAME=$(echo "$0" | xargs readlink -f)
UE4_PROJECT_ROOT=$(dirname "$UE4_TRUE_SCRIPT_NAME")
chmod +x "$UE4_PROJECT_ROOT/Engine/Binaries/Linux/UE4Server-Linux-Shipping"
"$UE4_PROJECT_ROOT/Engine/Binaries/Linux/UE4Server-Linux-Shipping" FactoryGame "$@" -MultiHome 0.0.0.0

´´´

#

an not working

quick mist
#

lowercase

low nest
#

lowercase allready try same

quick mist
#

multihome != MultiHome

#

also do you have a linebreak or a space between the - and the m?

low nest
#

also try with the ip.. same crash

sacred peak
barren viper
low nest
#

@quick mist i have try space between - multihome
-multihome
same crash not starting up ..

#

Lower an upper case

quick mist
#

you do not want a space there. not sure why the switch is not working there. hmm

hardy agate
#

i use the wolveixes docker and it doesnt use FactoryServer.sh at all so changing it there doesnt help for me
their docker runs the binary directly, no way around it other than making a new image or mounting a proper directory and changing the scripts
Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame -log -NoSteamClient -unattended

wild herald
hardy agate
#

last line in run.sh needs to be edited

prime gorge
#

β€’ UI should now properly display when new connections are stablished
Can someone confirm this to be working? On my Linux server there is no GUI message that someone joined/left the server

vagrant turtle
#

hmm.. last 5.0.6 patch broke my server.. it keeps crashing

quick mist
#

Linux server, Blak? check the wiki

vagrant turtle
quick mist
#

yep.

vagrant turtle
#

was working fine with 5.0.5

quick mist
#

Check the wiki.

fallen sinew
#

@quick mist fyi mine works with MultiHome casing, I don't think it matters (at least on Linux)

misty otter
#

Are signs resetting fixed in dedicated servers?
I cant get on to check it yet

wild herald
# hardy agate last line in `run.sh` needs to be edited

Ive added

- '/home/kinqdos/Services/Satisfactory/run.sh:/home/steam/run.sh'

to my docker-compose.yml and

Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame -log -NoSteamClient -unattended -multihome=192.168.178.3

to the run.sh but still getting could not bind to 0.0.0.0

fallen sinew
#

Ya'll need to check wikis and the QA site πŸ˜›

prime gorge
low nest
#

@quick mist i can see my host is doing the same as @hardy agate

Success! App '1690800' already up to date.
container@pterodactyl~ ./Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame -Port=15777 -ServerQueryPort=15777 -BeaconPort=15000
so no way to edit the startup for me.
i have to wait dang it

misty otter
#

rip

fallen sinew
#

Oh signs on dedis aren't fixed? 😭

vagrant turtle
#

thanks. That fixed it. πŸ™‚

weak spear
#

promic put the "-multihome=0.0.0.0" in front of -port=15777

fallen sinew
plush iris
hardy agate
fallen sinew
#

@low nest

misty otter
vagrant turtle
#

I left the default port .. I just added the -multihome=0.0.0.0 to the last line, and it looks like it is working, re-loading the map

plush iris
fallen sinew
foggy agate
prime gorge
low nest
#

@fallen sinew i only have read access no edit. so can not edit it there

fallen sinew
low nest
#

@fallen sinew we are. Β΄he he ..

plush iris
fallen sinew
#

Do you not have this symbol on the right?

quick mist
#

guess you need a more responsive admin

#

you get what you pay for, alas

low nest
#

@fallen sinew nope

clear frigate
#

Either i am dumb, or changing common.cfg in linuxgsm does nothing. Does anyone know where i can find the actual startup parameters handled by linuxgsm for Satisfactory ?

fallen sinew
#

badmin

weak spear
#

i always assume the worst with linux. its can be finicky most of the time caps don't matter but it breaks steams cloud save files when its looking for example "FactoryGame" and can't find it because it was named "factorygame" and now you have two saves...you will potentially see quite a bit of this with the steam deck.

quick mist
#

..are you really making a Federal case about Linux having case-sensitive filenames?

sacred peak
clear frigate
#

Sorry, reformulate ?

sacred peak
hardy agate
#

did we just get an update? my srv just started after restart

#

im afraid to restart it again now

quick mist
#

yes, there was an update

#

if yours is a Linux server there's an important note on the Wiki

fallen sinew
sacred peak
sacred peak
clear frigate
#

yeeah no

#

the server is entirely automated, it cannot start with screen

hardy agate
#

i have achieved connection

clear frigate
#

i need the linuxgsm startup parameters

hardy agate
sacred peak
velvet abyss
fallen sinew
hardy agate
#

im on linux

#

my server is

fallen sinew
#

You're using cmder, you're on windows

hardy agate
#

to ssh into linux server

sacred peak
hardy agate
#

okay, ive restarted it and it still works

#

uhm

clear frigate
#

well i am not using manual start, as i repeat

hardy agate
#

weird

#

didnt do anything

wild herald
hardy agate
#

ooooh

#

lol

#

they did exatctly what we've tried manually

sacred peak
hardy agate
#

but it didnt work for me

clear frigate
#

The thing is i cannot use manual start, it will keep trying to launch the server with linuxgsm in parallel. Best to use that than start, and chances are that multihome crap is something that will stick again, maybe linuxgsm will be properly updated in time to handle it

keen orchid
#

fixed in my unraid docker by adding it here

clear frigate
#

Until then, i must fix linuxgsm's launch start crap myself

marble berry
#

hrm. I use LinuxGSM and server's crashing on boot. I guess I'll scroll up and see if there's info on that.

clear frigate
worn spoke
#

I just did it for lgsm

marble berry
#

I'm seeing a workaround in this bug report. I'll try it in a minute

vagrant turtle
#

rofl.. they still haven't fixed the "ture" and "flase" in the output hahaha

worn spoke
#

lgsm/config-lgsm/sfserver/sfserver.cfg

clear frigate
#

That file is empty though ?

worn spoke
#

just a comment at the top, right?

clear frigate
#

There is literally nothing, and that, similar to common.cfg, when i tried to add something, it didn't worked

worn spoke
#

hmm, not empty for me

clear frigate
#

it does say place instance settings here and all

worn spoke
#

that's what I have at the top of sfserver.cfg

clear frigate
#

but there is nothing else besides that

worn spoke
#

right, you haven't customized it

clear frigate
#

I tried to

worn spoke
#

so make it look like this:

clear frigate
#

but it did nothing for the game

worn spoke
#

I added that line and it booted right up

clear frigate
#

ah

#

that makes more senses

#

why must it be so complicated

marble berry
#

you can copy the lines from _default.cfg to sfserver.cfg and modify them

worn spoke
#

if you think this is complicated, I suspect you don't do much server admin πŸ˜‰

clear frigate
#

You have to specify the whole custom start parameters

worn spoke
#

this is fully customizing the boot command

clear frigate
#

Yeah no i thought adding a start parameter would simply append it to the existing

#

it's not about server admin stuff

marble berry
#

ok. it's working for me with MutliHome

clear frigate
#

it's just that this one requires you to enter all the parameters again to work

worn spoke
#

the default boot params are the same without the MultiHome switch

quick mist
worn spoke
#

where are saved files stored for the install? I can't find them.

marble berry
#

copy the line from _default.cfg and paste it into sfserver.cfg and add the extra parameter.

quick mist
#

on Linux? Start looking in ~/.config/Epic/

clear frigate
marble berry
#

for linuxgsm though, it's in lgsm/config-lgsm/

worn spoke
quick mist
#

cheers

marble berry
#

you have lgsm/config-lgsm/_default.cfg which should not be modified, but has the lines you can copy over to lgsm/config-lgsm/sfserver.cfg and modify for your instance.

red ridge
worn spoke
#

np

marble berry
#

and I'm back in business. thanks guys

prime gorge
burnt blaze
#

Whenever I see LinuxGSM, in my head it is pronounced Linuxgasm

clear frigate
broken ravine
#

Oof, anyone else seeing segfaults on startup with the patch that just came out?

#

for the server*

marble berry
#

while I'm here and am behind on reading the patch notes, they fix the rebar crash yet?

vagrant turtle
broken ravine
#

off to the wiki then, thanks, many time :p

marble berry
#

I guess I'll test it for science

#

REBAR WORKS!

vagrant turtle
#

can go out and get them spitters from a distance now then hehehe

marble berry
#

I'm a pretty good swardsman with the running blades, but yeah. safer now

south current
#

So adding the -multihome=0.0.0.0.0 fixed my server issue.

#

Thanks all

quick mist
#

awesome

hardy agate
#

seems like train stations still show on some random (center?) place on map when im more than ~1km away

marble berry
#

I'm hoping they plan to add body slots someday.

south current
#

it would be nice to have the blade runners on with things like the jetpack.

marble berry
#

or even just a chute. run jump off a cliff and pop it.

#

gas mask too

rich void
#

can you add multiple IP on the multihome argument? if so, how do you add the second one?

quick mist
#

Unknown if you can invoke it multiple times

clear frigate
hardy agate
#

woaah, ive rebuilt my both stations and train and now it loaded, finally

#

lets see if it unloads

south current
#

I couldn't get my trains to unload prior to this patch

ripe apex
#

I've got a server up and running, does anyone want to help me load test it?

hardy agate
#

i couldnt even get them to load

south current
#

hopefully it's fixed

hardy agate
#

yeaaaa

clear frigate
#

woot !

#

trains working again

#

But is this an offset i spot ?

hardy agate
#

just be careful with opening train menu inside an automated train

#

the 'V' menu

#

it crashes the game for me sometimes

#

and it makes me a new character when i log back in, had to load older save

#

setting it up from the train station seems to work fine

hardy agate
worn spoke
#

is nobelisk fixed?

clear frigate
quick mist
#

was it broken?

hardy agate
#

nobelisk didnt have any sound and/or explosion animation

solid ice
#

my server won't launch anymore. When I run the .sh file, it comes back with a "could not bind address 0.0.0.0:15777"

sacred peak
hardy agate
#

oh

#

i still dont see an explosion

#

but i definitely felt it

#

oh crap

#

its stuck

#

its on my blade runners

sacred peak
hardy agate
sacred peak
solid ice
sacred peak
#

Thats why he didnt fly sometimes

hardy agate
#

ive taken the blade runners off, but it still doesnt fly

#

every time i throw it's stuck with me

#

moves when i move

#

i feel it on my knee

#

its gonna explode

sacred peak
worn spoke
#

open the shell file in a text editor and see if it has a line containing 'FactoryGame'

solid ice
#

so when I launch the server do ./FactoryServer.sh -MultiHome

#

?

#

or should I add it into the .sh file?

rich void
#

if you are using IPv6, you can use "mulithome=::" to bind to IPv6 interfaces. I just tested it myself

sacred peak
solid ice
#

oke

#

that did it. Thank you!

hardy agate
#

hmm, i crafted more nobelisk and now it flies

#

maybe the old ones were bugged?

#

oh, it is thrown correctly when im standing on foundation

#

but not on the grass

sacred peak
#

And in the air whit a jetpack?

hardy agate
#

dont have that yet

marble berry
#

some of my exploded rocks are back, but I can glitch through them. lol. work-in-progress

sacred peak
#

Ouh, so i test it out but tomorrow

hardy agate
#

yea its random, now standing on fdoundation doesnt help

sacred peak
hardy agate
hardy agate
sacred peak
#

Why does it look like zhat

sonic ridge
#

since updating to the latest build, the docker image i've been using has been crashing attempting to bind to 0.0.0.0:15777, anyone else see this?

keen orchid
#

put in the actual ip address instead of 0's

sonic ridge
#

0's are valid in every other case, is this different?

sonic ridge
#

(and they are the default, i haven't changed it)

keen orchid
#

sorry.. that

sonic ridge
#

cool, i'll give it a shot

keen orchid
#

worked on my docker

sonic ridge
#

hopefully the actual ip address isn't needed, it's a container

keen orchid
#

so is mine...

hardy agate
#

putting 0.0.0.0 worked on the docker i use

sonic ridge
#

cool

keen orchid
#

but have a static ip for the container

sonic ridge
#

i don't πŸ™‚

#

i hate hard-coding stuff like that

keen orchid
#

if its a dhcp address.. they are usually fairly static anyway

sonic ridge
#

it's docker networking

keen orchid
#

mines in a docker running on unraid

obtuse summit
#

Thanks to those that helped on this thread, allowed me to realise I had ports open on AWS box to TCP not UDP πŸ˜† looking good so far, lets see when 5 players join

grand geode
#

Looks like linux dedicated server is broken.... double bind on the same port followed by segv

[pid 7766] bind(18, {sa_family=AF_NETLINK, nl_pid=0, nl_groups=00000000}, 12) = 0
[pid 7784] bind(18, {sa_family=AF_INET, sin_port=htons(15777), sin_addr=inet_addr("0.0.0.0")}, 16) = 0
[pid 7785] bind(19, {sa_family=AF_INET, sin_port=htons(15777), sin_addr=inet_addr("0.0.0.0")}, 16) = -1 EADDRINUSE (Address already in use)

ripe apex
#

@grand geode Same for me after I just installed the update

bold atlas
#

I have it working when not run through LGSM

rocky sentinel
#

I put -multihome=0.0.0.0 and it works, but it doesn't bind to a port without it

quick mist
#

that's because of a bug introduced in today's update

quick mist
#

to the commandline when starting the server

rocky sentinel
#

Like so ./FactoryServer.sh -multihome=0.0.0.0 -ServerQueryPort=62007 -BeaconPort=62008 ?listen -Port=62009

keen orchid
#

i added it straight after "-log -unattended"

quick mist
#

it does not appear that argument order matters on the commandline

worldly iris
#

Of course it doesnt

quick mist
#

"Of course" is kind of a silly response

#

it matters for many Linux tools

rocky sentinel
#

It does not matter, I have it differently in my docker container which works now with the -multihome=0.0.0.0 added to the startup

worldly iris
quick mist
#

ah, now I remember why I had you blocked.

sonic ridge
#

even most linux tools don't care

ashen pecan
#

Same lmao

#

I was like "damn he's here too" why_so_snutt

worldly iris
#

Poor baby

ashen pecan
#

Ahhh it's ok bb, you'll be fine

bold atlas
#

is there a way to add this to an LGSM start script, if anyone knows enough about that, if not i understand

strange wyvern
#

not a single sane developer makes an argparser that cares about the order without a really good reason

quick mist
#

I agree, but many devs back in the 70s were clearly not sane.

#

:cries in find:

worldly iris
#

You cant get that through these thick skulls

#

Its magically something different... even though its just another UE server

strange wyvern
#

yeah... the 70s were some weird times, but anyway, not like all households had at least one device running linux a computer and a smartphone

quick mist
#

(fun fact: most smartphones are POSIX computers)

worldly iris
#

Dose of reality... not at all relevant to running a UE server

rich void
#

I wonder what fantasy you were trying to pull him out of...

worldly iris
#

The one where cell phone were relevant

slim spoke
#

nice i see they got the ipv6 support in

bold atlas
#

hmm for whatever reason im not able to get the server to update to the latest

rich void
#

yeah, I got it working via -multihome=::

grand geode
slim spoke
#

what?

grand geode
#

its works with the multihome stuff

quick mist
#

seemingly something to do with IP v6 support caused startup crashes on the Linux build

grand geode
#

Doesn't work without it because it tries to bind to the same port twice... and funny enough it fails to do that

modern escarp
#

Yeah. Can confirm multihome works a treat.

split zenith
#

Logged back into the dedicated server after the update to be greeted by a broken objective

grand geode
# quick mist seemingly something to do with IP v6 support caused startup crashes on the Linux...

Yeah you can just watch it with strace....

[pid 8239] socket(AF_INET, SOCK_DGRAM|SOCK_CLOEXEC, IPPROTO_UDP) = 18
[pid 8239] bind(18, {sa_family=AF_INET, sin_port=htons(15777), sin_addr=inet_addr("0.0.0.0")}, 16) = 0
[pid 8240] socket(AF_INET, SOCK_DGRAM|SOCK_CLOEXEC, IPPROTO_UDP) = 19
[pid 8240] bind(19, {sa_family=AF_INET, sin_port=htons(15777), sin_addr=inet_addr("0.0.0.0")}, 16) = -1 EADDRINUSE (Address already in use)

slim spoke
#

multihome should let u put more then 1

grand geode
#

The 2nd socket is probably meant to be AF_INET6 πŸ˜‰

quick mist
#

more than likely, yes

bold atlas
#

hmm any reason why the game server isn't updating to the newest version? I have updated it successfully (allegedly)

worldly pond
strange wyvern
#

welp, celeron n3150 is a nope, cpu not powerful enough for handling 1 player

quick mist
#

could that CPU even run the game standalone?

strange wyvern
#

considering the board only has a 4x gen2 pcie slot and an intel graphics decelerator i don't think so

keen orchid
#

my i7 4790 uses about.. 5% with 2 players

#

*very early game

strange wyvern
#

it's a nas, handles zfs perfectly but i'm not going to run this server on it

quick mist
#

well it's good that a NAS is able to handle a filesystem well (:

rotund rain
icy heath
#

Anyone fixed the issue with ip address yet? I got it aswel, did see a solition here yet or maybe ism blind ☺

prime gorge
icy heath
#

Yeah i posted then he was just a bit faster ill take a look thank!

spiral root
#

if your using linuxGSM you can just edit ~/lgsm/config-lgsm/sfserver/sfserver.cfg adding .. ## Server Parameters startparameters="FactoryGame -ServerQueryPort=${queryport} -BeaconPort=${beaconport} -multihome=0.0.0.0 -Port=${port} -log -unattended"

icy heath
#

Yes indeed was going to do that thanks for confirming

indigo bone
#

how do i update my server?

#

im using steam cmd on windows

#

like how do i get it to the right version

prime gorge
#

Run your update/install.bat file

#

The one with which you downloaded sfserver in the first run

indigo bone
#

i didnt do it that way

#

I just downloaded through steamcmd with the app number

prime gorge
#

Then do this again

indigo bone
#

ok

tacit dragon
#

I have successfully updated the dedicated server on windows, but I cannot access the server anymore in game. It asks me to create or load a save, but it won't allow me access to the save file tab, it just keeps asking me to authenticate. When I click it and type the password, nothing happens. Anyone have any ideas?

#

Used steamcmd to install and update if that changes anything.

slim spoke
#

type the pass somehwere and copy it .. go to same spot and paste the pass and hit enter FAST

tacit dragon
#

It doesn't appear to matter how fast I enter the password, the game simply does nothing in response to my input.

#

The only place authenticating works is on the join tab, where it tells me to create a game or load a save. I already had a save loaded before the update. My client no longer shows as the admin either.

gaunt gorge
#

@tacit dragon Can you try to remove the server from your admin list, and re-add it. We had a couple people who couldn't access until they re-added it, my server is hosted on linux though.

#

If you didn't set a user password, you can access the main join page without entering one, it's once you click on the admin side that stuff happens

#

If you click "Server Settings" it should ask for auth, it should also let you enter a Session Name, you can use that to force it to load a previous session if you know the name of it. You can see the name of the save mine is "Lobster_autosave_X.sav" where x is the save number, so my session name is "Lobster"

slim spoke
#

nice explain for server/session

tacit dragon
#

Alright cool I got it to authenticate this time, I guess removing and re-adding worked, so thanks for that. So I can force it to load a previous save by naming the session the same as the last one?

slim spoke
#

put in session name for one u want to load

#

doesnt have to be last

#

saves just have to be in server folder to access

tacit dragon
#

Alright got it, thanks for the help everyone.

fervent wharf
#

On Ubuntu, updated the way I always do, and not the server will not stay up....

slim spoke
#

update server

fervent wharf
#

I just updated it

#

It seems to start ok, and then goes inactive

slim spoke
#

did u use defaults b4 or did u setup ports b4

fervent wharf
#

default networking

slim spoke
#

i would grab configs and redo

hushed lance
#

Is save game missing from anyone else game?

#

When in your server?

fervent wharf
#

If I could get in mine I would tell you!! lol

hushed lance
#

haha

#

Have you pulled your logs and see if you can see your client pulling data when you click on it in the main menu?

slim spoke
#

did u install in same server spot .. did u try loading the save by session name

wary walrus
#

Just updated to the most recent release. The dedicated server now gives a "[2021.11.04-01.29.03:753][ 0]LogCore: Error: appError called: Fatal error: [File:D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerQuerySocket.cpp] [Line: 25]
Could not bind address '0.0.0.0:10002'. Server cannot continue initialization." (10002 is what I have the beacon port set to). There's definitely nothing on that port on the host (confirmed in "sudo netstat -tulpn").

slim spoke
#

try binding to ip for adapter

wary walrus
#

ahh...I see....

snow berry
#

So, I have my dedicated server running on pingperfect, and when I applied the update through steam my save game appears to be gone. I open the server manager in game and it says the server in question is "idle" and it says I need to create or load a game before I can join it. Is my save game gone?

slim spoke
#

load session name

#

u might have to start save then load it .. dont know didnt read all above ... havent had need to yet

snow berry
#

There isn't a separate save file anywhere for the session I had going on that server, at least not that I can find

scarlet pollen
#

nobelisks still not working?

lime portal
#

somebody else got server problems since the new update?

snow berry
#

When I go to "Manage saves" it says "under construction." I tried just loading one of my solo save files and then opening server manager and that doesn't seem to work

slim spoke
#

roll up and look a bit .. they helped others

surreal gale
#

after the latest update it seems like the server is crashing, memory issue

limber flare
#

Seeing the same on my server output, crash on launch

slim spoke
#

bind to ip of adapter

#

Could not bind address '0.0.0.0:15777

surreal gale
#

that a steamcmd setting?

alpine dawn
#

yeah my server is not starting now

#

cant bind

slim spoke
#

multihome

#

look at wiki of things u can change

alpine dawn
#

k

fervent wharf
#

This is what I am getting after the update.

Fatal error: [File:D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Server/FGServerQuerySocket.cpp] [Line: 25]
Could not bind address '0.0.0.0:15777'. Server cannot continue initialization.

surreal gale
#

yeah, greg, im going to go out on a limb here and say something got borked

#

look at everyone complainging

alpine dawn
#

haha

surreal gale
#

complaining, even

fervent wharf
#

I just want to fix it lol

alpine dawn
#

well I will try some tweaking

fervent wharf
#

I dont see how to make it bind to an address tbh

surreal gale
#

0.0.0.0 should mean "any interface"

#

or "all interfaces"

fickle zinc
#

hmm, I also get the cannot bind error now after updating

slim spoke
#

wiki page ... MULTIHOME

surreal gale
#

that should be fine

fickle zinc
#

Could not bind address '0.0.0.0:15777'. Server cannot continue initialization.

fervent wharf
#

how do you make it run that???????

alpine dawn
slim spoke
#

wiki page ... MULTIHOME

surreal gale
#

how about a link @slim spoke

alpine dawn
#

haha

slim spoke
#

bind to ip of adapter

alpine dawn
#

its in the pinned

fervent wharf
#

WIKI PAGE NO TELL YOU HOW TO RUN MULTIHOME

slim spoke
#

not 0.0.0.0.0

#

read ur errors all the same... cant bind to that ip

alpine dawn
#

yeah I am going to just tell it to bind to the actual IP

surreal gale
#

A new Dedicated Server update was release today, 2021-11-03, which adds IPv6 support. However this update will cause a Linux server to reliably crash on startup. A workaround for this is to force the server to only bind to an IPv4 address with the -multihome switch. You can find details on what this switch does and its syntax in Command Line Options.

slim spoke
#

-multihome <ip address> Bind the server process to a specific IP address rather than all available interfaces -multihome=192.168.1.4

#

from the wiki ... multihome

alpine dawn
#

its a bug and should be able to use 0.0.0.0 but I would rather play than complain about technicalities

fervent wharf
#

ok

#

it tells you what to run

#

but not how

slim spoke
#

put in cmdline its a - switch

#

or try reading the wiki page help since u didnt even look for the cmd

fervent wharf
#

cmd of a server thats not up?

fickle zinc
#

so is the systemctl not part of the wiki now?

slim spoke
#

ya the one that u pass to fix it

surreal gale
#

I got it working, see here nix users: screen -d -m -t satisfactory sh /home/steam/.steam/steamcmd/SatisfactoryDedicatedServer/FactoryServer.sh -multihome=50.116.41.238

#

replace that IP iwth the IP of your network interface

slim spoke
#

also right above the multihome it says Command line options
The below table outlines the available options for use when starting the server, either from the command-line

fervent wharf
#

I dont know how to run command line when it starts as a service

rigid walrus
surreal gale
#

edit the service if you're running in windoze

slim spoke
#

fix cmd it uses to start server

surreal gale
#

services.msc

snow berry
#

yeah there doesn't appear to be an option to run a command line on pingperfect for satisfactory.

slim spoke
#

something u setup is doing that

fickle zinc
#

I had to change the start_server.sh in my installation to add that multihome flag

fervent wharf
#

I dont have cmd

#

I have terminal

slim spoke
#

go backwards then

surreal gale
#

see my screen command above that worked

slim spoke
#

what launches ur server... that has the cmd line

#

all u do is add the info to the line

rigid walrus
fervent wharf
#

@rigid walrus it wasnt removed

rigid walrus
#

Oh?

fervent wharf
snow berry
#

I still see it

rigid walrus
#

Oh, moved, my bad

fervent wharf
#

Its a link to a new page now

rigid walrus
#

I see, my apologies, I missed that

fervent wharf
#

Its all good, was just showing you where it was so you could get to it!

alpine dawn
#

thanks @slim spoke multihome fixed it

slim spoke
#

yw have fun

alpine dawn
#

sorry you guys are getting hammered with the same shit over and over

slim spoke
#

leave a thanx for devs its all them

alpine dawn
#

I should have checked the wiki first

slim spoke
#

bogdan and crew are awesome

#

greg its all good

fickle zinc
#

do I need to update via steamcmd?

slim spoke
#

yes

limber flare
fickle zinc
#

I have a pretty early version

slim spoke
#

unless u have in steam and its updating lol

surreal gale
fickle zinc
#

the server itself is updating, because I'm using the latest client on it

#

it updates whenever I restart the service

slim spoke
#

thats not how it works

fickle zinc
#

what do you mean,

slim spoke
#

today patch and yesterday will play on exp

#

doesnt mean it updated

#

if u installed with steamcmd u manually update

#

there is no autoupdate

fervent wharf
#

@slim spoke hes right, the service on linux auto updates via steam before running the servicel.

#

its a pre execution to executing the .sh file

slim spoke
#

plyaing today with on yesterday server looks the same

fickle zinc
#

the start_server.sh file that was part of the wiki before runs the update command

slim spoke
#

they should look and see if it is updated or not

limber flare
#

@slim spoke the example scripts on the wiki include an auto update and validate via steamcmd in the service files section.
My guess is they just copy-pasted those

slim spoke
#

steamcmd hasnt been updating it only would install whole package again

fervent wharf
#

aka updating

slim spoke
#

anyways i dont care .. i just said playing doesnt mean nothing .. check srver with patch notes

#

get over it people

limber flare
#

why you always so mad in here man? You do good tech support but youre always so salty :/

snow berry
#

uh, what?

fervent wharf
#

I ran -multihome IP and its still not working.

slim spoke
#

how to know server is updated... CHECK

#

use lan ip

fervent wharf
#

I did

#

10.0.1.109

slim spoke
#

or proper ip for adapter

#

or try reading wiki

fervent wharf
#

I read the wiki 40x

#

Im asking for help outside of the wiki

slim spoke
#

or roll up read it from others

fervent wharf
#

If you cant help, please reply to others and ignore me.

slim spoke
#

answer to cant bind 0 0 0 0 is multihome if its done right

#

so dont know what u expect more then the answer

alpine dawn
#

look, its real easy just add -multihome=serverip right after the exe

slim spoke
#

greg is there a space after =

fervent wharf
#

I dont have an exe my friend

alpine dawn
#

no

slim spoke
#

maybe that is why

fervent wharf
#

I am on linux, linux does not use exe files....

slim spoke
#

greg just used to fix his error that u have

limber flare
slim spoke
#

linux server still uses cmd line to launch

#

multihome gets added to that

#

i would put b4 log or unattended

alpine dawn
#

"$UE4_PROJECT_ROOT/Engine/Binaries/Linux/UE4Server-Linux-Shipping" FactoryGame -multihome=192.168.0.3 "$@"

#

thats all I have

#

unfortunately if you also tell steam to update the server in the start up script it will overwrite that shell script

#

haha

#

couldnt figure out why I could run it manually and then when I ran it with systemd it wouldnt work

#

keeps blanking out -multihome

#

oops

faint wagon
#

for systemd, i just added the multihome argument to the start_server.sh script that gets called.
$InstallationDir/FactoryServer.sh -multihome=192.168.x.x

alpine dawn
#

oh that works?

#

didnt think to try it there

slim spoke
#

no he fixes the ip

faint wagon
#

worked once for me

alpine dawn
#

interesting

#

might try that then

fickle zinc
#

worked for me as well

alpine dawn
#

sweet thanks for the tip

limber flare
#

here's my exec line out of my systemd service file:
ExecStart=/home/<youeUsername>/SatisfactoryDedicatedServer/FactoryServer.sh -multihome=0.0.0.0

slim spoke
#

no sense multihome to 0

#

it goes to that ip if u dont use multihome

#

and thats the error everyoen is geting

#

CANT BIND TO 0.0.0.0

faint wagon
#

does using the loopback address work? just curious

slim spoke
#

ya u can use local

limber flare
faint wagon
#

might be better so you don't have to remember to update the IP if you ever change it

slim spoke
#

i said no sense cause if u dont use cmd it does that anywayas by default

#

lol

#

all the people needed help should just bind to right adapter

alpine dawn
#

if it works I dont see why not

limber flare
alpine dawn
#

haha loopback would only work if you have the server running on the machine you are playing on

#

but since its linux thats not going to be a thing

faint wagon
#

ah makes sense

slim spoke
#

thats why i said local lol