#dedicated-servers
1 messages Β· Page 184 of 1
But i cant kill an offline player
You can, it's just tanky AF.
for sure just keep hitting em ?
Yes
Is there any known issues with invisible conveyors with the DS?
It's been reported, not sure if it's been acknowledged.
the crate just appeard automatically thank you for your help
I've only had it happen with belts crammed really close together, btw.
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?
where is the save game folder in linux?
~/.config/Epic/FactoryGame/Saved/SaveGames
https://satisfactory.fandom.com/wiki/Dedicated_servers here you will find lots information π
I'd be interested in you taking such things to #looking-for-group-old
Is there an easier way to set up dedicated servers rather than doing the whole steam cmd and all that
easier is a relative term
if you want easier than "run two commands" I don't know what to tell you
You can run it from the Steam client itself, but youβre still going to have to edit your configurations and if you plan on importing a safe file learn how to do that, etc.
apt-get install steamcmd (on Debianlikes); /usr/games/steamcmd [args].
Where do you do that first command?
The dedicated servers tool?
at the terminal of any Debianlike Linux distro
press ctl, alt, T
sure, there are more than two steps if we're starting from "first, decide what kind of computer you want."
I've had them being placed not even close together and when placing a splitter on an existing line, half of that line disappeared
belts becoming invisible on dedicated servers is a known issue CSS is working on
I really don't understand dedicated servers, are you using an actual server and if you are why would they be free
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
is there any work around?
not that I am immediately aware of
Are they from steam?
currently the server is available from Steam or SteamCMD for zero dollars. CSS is working with Epic to get the Server onto the EGS
any linux os based on debian
any Linux distribution descended from Debian, such as Debian itself, Ubuntu, Mint, Pop!, and a score of others
Uh
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.
check the Pins, @edgy crag , there is a link to the Wiki with details
also, the Q&A site is tracking known issues
Ah thanks. Was just there. Since the first part was referencing steam and the tool thats where I got hung up
"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
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
somebody know how i can relink my oplayer to the old player when i has duplicated my player?
My bad, thanks for the pinpoint
not really, @sacred peak , but you can whap your old character with a Xeno-Basher until it drops its stuff and "inherit" it all
I had used the SatisfactorySaveEditor and removed the new player but it doenst have worked
no i cant, he is in the train
i know, i think i can delete the char in the train and simply cope the inverntory with the save game fiole editor
i try
I don't know if you pop out if your locomotive derails or not
no doenst pop out
maybe manipulate the file, that the char isnt in the locomotive anymore
you might have to edit the save: delete the locomotive and the character therein and build a new one
What does the actual 'Satisfactory Dedicated Server' tool do?
it runs a Server to which people can connect from the game client in the Server Manager
and my power slucks, i think manipulate that i have it back or
Does it give me the IP and stuff?
So I launch the tool?
the Wiki explains things pretty clearly
I'm trying to get it to work on windows Server 2019 but if I try to launch it I get thi error:
Ive been looking at the wiki and youtube videos and stuff but I just don't undertsand it
`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`
if you havent it o nsteam you cant see it under tools
Something else is already running attached to UDP port 15777.
just install via steamcmd
I do have it but I don't know what I do with it
ahm I'm pretty sure there is nothing else
run Get-NetUDPEndpoint in PowerShell, see if 15777 shows up
I got this:
congrats, Monkey, you now have a server running to which you can connect a game client
'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.
you isntall steam logon and then set at the left tside the filter to tools and you can see satisfactory dedicated server
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
cheers!
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
btw... where is the log file?
i think i easilly manipulate the inventory to mine
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`
From those results, it looks like you already have a Satisfactory server running.. or something else that's using ports 15000, 15777, and 7777
hmm... I'll try a restart
so, i have simply changed the id`s fgrom the inventory and hope thats work, pray for me
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. :/
it have worked
don't buy the game just because of that, CSS is working with both Valve and Epic to make the server available on both platforms for everyone regardless of ownership
no word on when is that supposed to come, though
Or do, I'm sure CSS would like the extra money
but only if you have the money to burn
and want to
but you do not need to spend money to get the server software
CSS is now after me after I said that
It was more of a last straw type of thing. All my buddies are playing through steam so itll just be easier to deal with everything on the same client. Im fine with supporting the devs
I got it on sale through epic like... a while ago
oh, sure, if you want to support the devs, go for it π
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
Do I have to open my router ports to play on a server?
no, only to host one
I can't seem to join any servers though
Are you expecting a server list or trying to input IPs of servers you know of?
There isn't a server list, you have to get an ip address from someone to play on
if you are having issues with setting up a server we are working on some software for it to be easier for anyone to do it. https://github.com/mrhid6/SatisfactoryServerManager/releases it uses a web interface to interact with the server. and very soon we will have a docker version of it. we also support both linux and windows
the hardest thing you will be doing is port forwarding the ports needed
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?
Oh good timing
Yea my ports are already forwarded
Just trying to learn the server commands and stuff
Saladin0: on the left side of the menu, go to Server Manager, then Add Server
Preparing a new game
It was just odd that the server creation was inside the game ui, caught me off guard
Assumed I had to do some CMD line nonsense with the server
What do I do from this point
I've been tinkering with steamcmd and all that and ive gone back to using the dedicated server tool
I think it's started up but im not sure
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
i guess just the crash tag on the questions site huh
Yeah probably
I think that's what they say on youtube patch notes and stuff
Do I need to open the router ports and stuff
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.
you don't have to be in game on the host pc, just logged in as admin, I believe
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
oh hey, speak of the devil, its a patch
There is a patch π (did anybody allready see a patch note?):)
i saw myself ctrl+f signs and am happy to test this potential fix
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.
^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
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.
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
π¦
is that a personal machine?
It is, yes. One of those tiny "fits on your palm" type mini PCs
ooooo #patch-notes ! :gets to reading:
do you know how many CPU threads you have?
It's a dual core
is that after the update?
Same here
yep
Same
jep
we have to wait for a fix π
^Thanks for the info... I will have to make a few guesses as to what the problem is XD
Is there a way to expand the player limit for the servers?
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
It runs at about 80% RAM and the CPU is normally 60-ish but spikes to 100. I have no idea for how long it will hold up, but so far so good.
So no fix for broken train stations... crap
Do you have to manually open ports if you are using the steam dedicated server tool for satisfactory?
we have to wait for a fix π
Obviously
Sorry I dont understand how this works im trying my best
Thats like asking if you need to still open a door since youre wearing blue
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.
same here server does not start anymore after update
yup, checked if port wasnt by any chance taken by something else during the restart, but nope, it's free
Yea, it's broken currently :p
Runs fine for me after update (on Windows)
So we just have to wait for a new patch :p
yep, wait for fix
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
so i set a sign before i logged off to patch, and i logged back into see:
i thing its something with the ipv6 update
how does one update the server to the current patch?
same way you install it
ahh, i see linux servers doesnt work after udpate
same cmd line
Linux didn't like the IPv6 :p
how do you update the server using steamCMD?
The same command used to install is also used to update
the same line you used to install the server
||that's is, once I'm done with work I'm adding that to the Wiki ||
if you made it a bat file you can just reuse it to update
How to put a dedicated save to a new game ?
Someone also have a server which crashes when starting? (after this update)
log into it from the client as admin and theres a create new game button
Linux?
Yes
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
Linux severs currently not working seems cause of ipv6 fix
Every people with linux servers
lmao linux broke!
kinda wish i came here before updating, but wheres the fun in that
I have a linux server and it booted up fine
It's beceause my server crashed and can't load my save so it's there an option ?
do you have ipv6 configured?
omg ok π
Lemme check
Help?
No
Server won't start on new update
Same problem here
Looks like a bug in the new version
I have ipv6 and ipv4 on my server but not in the satis server config and it doesnt work
lmao dog
Anyone gone past 4 on a dedicated server?
everyone getting segfault like me with new update?
I do have ipv6
yes some people told they were up to 8 or so
Yes
Nice
ya, on 8
so they made it worse again? π
lets spam ping the devs so they fix it /s
working fine for me on linux.
well then ill try to turn it on and see
and do not have ipv6 on though
well my server ethernet controller does not even has an ipv6 address xP
how do i set up ipv6? i got one on my server
Linux servers are broken, only windows works currently
how?
When they don't crash too
working fine
Google it together with you os
Hi π 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 ? π¦
maybe fixed with this update
Also using AMP on Ubuntu 20.04. The machine has ipv6 too
latest update has fixed it
yes, there should be a potential fix for it in the patch that just came out
yes, its a bug on dedi servers
latest update ? when did it released ? o.O dont got some update
some minutes ago
like 5m ago
22:37 π
released like 20 mins ago
yours working fine too? im on on the same setup as u. ubuntu 20.04 and AMP
thx π
yup working fine, ingame too
patch notes
fwiw, i just made one and it worked fine on my ded server
what is amp?
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)```
Same issue with latest dedi on linux.... issues binding socket to address (ipv4)
wait for fix
yeah bring up ipv6 and destroy the ipv4 only xD
Too late when server and client has auto-updated.
It's never late to wait
lets hope for a hotfix tomorrow
Lets hope for a hotfix today
hopefully today
I'm having the same problem with both IPv4 and 6
Latest version really does not want to start
Or ever a rollback until fixed.
Yes
Hmm I doubt that but lets hope for something to fix it today
its a segfault
No train fixes for us yet :(
cause of failing to bind the Port
I think it's misreporting the error
Have somebody created a qa site entry
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```
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]
yeah its bugged π
methinks some bad pointer arithmetic
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...
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
TLDR; we need new update yes ? π
Is theete maybe a setting to turn lff ipv6 in the game.ini ore something
prob yes π
only if you're reading it backwards
Yes SegFault caused by Networking.
Dont blame the network π
Blame the damn user looping cables on floor 4
Most people are having the same issue, it's a issue with the update
I'm getting a cannot bind to- Aand now I see its a server problem
I think if you use -multihome with the IPv4 address it may skip trying to bind to the IPv6 interface(s)
Yes an Update to include ipv6 support which is now causing issues binding to ports (AKA Network) causing a SegFault
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
see the wiki under Command Line Options,
Simply if ipv6 configured then use ipv6 elseif ipv4 and ipv6 configure use both and elsif ipv4 configured use ipv4π
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
just add -multihome=your.ip to your startscript/command and it works
Thanks for confirming WILLER! π»
not for me
on linux?
yes
lets try it
my linux server started now and i joined
signs seem to be fixed, trains seem to be fixed, floor conveyors are fixed, programmable splitters still buggy
Can confirm the -multihome={YOURIP} in cmd line works.
Not working for me
Also confirmed
idk why
can someone pin the solution ?
where is "startscript"?
is {Yourip} your local or public ip
@hard token cheers bro!
or just 0.0.0.0
public @flat forum
./FactoryServer.sh
cheers
basically do ./FactoryServer.sh -multihome=IP_ADDRESS
so like ./FactoryServer.sh -multihome=
yeah that
ok
yes
lets try it
confirmed π
Worked for me
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?
Changed to the VPS IP, to 0.0.0.0, and to my personal IP
confirmed
Why am I the only one that this doesn't work for
0.0.0.0 is standart. vps ip should be the right one
Multihome does not work for me
Same here, cannot start my server
try adding -multihome=0.0.0.0 to the startup flags
it takes my IP and throws exactly the same error
I've done that
instead of saying 0.0.0.0 it has now my IP
this
I did says the -multihome is not a command
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"
when you stop the server, you still get the seg fault error π
but the server runs π
Any idea about pterodactyl?
Whoops I forgot to disable the ping
sorry
that worked for me. Thanks
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
Where is that located
If on Linux - Use "MultiHome" not "multihome"
π
Anyone having save issues with servers ?
I use multihome without issue π
thats pterodactyl specific
Okay
More specific @hollow pine ?
Ahhh weird it wasn't loading with multihome for me but it now with MultiHome lol
this works @lost plover
Not for me
Can't load after a crash, had to recreate a new game without any other options. I tried naming my save file as mentionned in the wiki but the server just overwrite with the new game
what does the -multihome flag actually do?
That's my original save
Bind the server process to a specific IP address rather than all available interfaces
When it overwrite
anyone confirm if the Nobelisk is still broke on there servers
Maybe load the gamefile new that it have a newer date that the file u want to use is the newest file
?
https://questions.satisfactorygame.com/post/61830560831c852052359b1c make sure to upvote the 0.5.0.6 DS crash QA topic so devs get focus on it upon next hotfix cycle!
Load the savegame in singlepΓΆayer save it then they habe a new change datetime i think he looks for the newest file
mmh
server on windows, everything starts up ok, created a new session, but after connecting to it server just shows timeout error
So the latest save then ?
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.
Anyone have any insight to what these large amount of warning messages mean?
my server is crashing after the update from today, anyone having the same issue?
can't boot anymore
can confirm on my side to setting -multihome with an IPv4 address fixes the startup crash.
Yes, that it is the latest save
updating the wiki
this setting is causing the server crashes now?
Needs a pin
@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
@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
uhm i can't find that in the log
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
Wiki updated.
People have reported -multihome doesn't seem to work though?
I'm using it right now and it fixes the crash, so it clearly does something
Is there also an workaround for the wolveix docker ?
Depends if people use the perm the right way ofc.
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"?
@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.
-MultiHome=0.0.0.0
-multihome=192.168.1.4 (Where 192.168.1.4 is your Ip)
works for me on lowercase, running debian
I'm using -MultiHome=0.0.0.0 with success on Linux (docker)
use 0.0.0.0 then it will bind on all interfaces
In order to work around this, you need to supply -MultiHome=0.0.0.0 to the execution command"
Above correct?
@upbeat adder howdy
hi mike you good ?
well, a mitigation
aye
@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
sup commander keen π
yh Ive used it already
How do I use multihome in wolveix docker container ?
You can edit the entrypoint and override it with a new command
Hello, i am using the LinuxGSM variant of the Satisfactory server, where would i go about fixing the multihome issue ?
can't you tell your docker container to just use IPv4?
@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.
clone the repo and add it to the build script, or maybe just mount it in a s a volume?
Thank you
I don't speak LinuxGSM but you'd add the switch into the configuration wherever it is that the tool invokes FactoryServer.sh
Got it, thanks
o/
@clear frigate this person had some reference; #dedicated-servers message
are train loading/unloading still broken on the new update? ^^
was it mentioned in the #patch-notes ?
anyone having an issue with their server not starting back up after doing a restart with the current hotfix that jsut got released today?
iirc you can override the startup command in common.cfg
see the wiki
nope, but maybe wasnt listed π just wanted to ask if someone got them working again
haven't had a chance to test yet personally, which is why I asked (:
@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.
ok cool thanks
rn I'm getting NotifyAcceptingConnection accepted from: ip:random port
and?
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 ?
let me look at the script
yes, add it to the last line after "$@"
e. g. "$@" -multihome 1.2.3.4
0.0.0.0
i will try
BE ADVISED that will get reverted probably next update or verification
@low nest You may be able to use -multihome=0.0.0.0
1.2.3.4 was clearly an example address.
Is anyone else having problems with the trains.
We can not go with(they do not accelerate)
They are not loaded or unloaded
I was still crashing when using 0.0.0.0, I used the actual IP my eth0 was bound to
same problem @quick mist sorry
darn ):
inside docker, 0.0.0.0 works flawlessly
Didn't worked @sacred peak
I had the issue on the weekends. Automated they just go fine. Pressing W though when manually driving them does nothing.
(using steamcmd on linux) the "-multihome=0.0.0.0.0" argument worked for me, i put it at the start before defining the ports.
I can confirm multihome works within Pterodactyl as well, adjusting the startup command all that was needed
||[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/home/steam/.steam/steamcmd/steamcmd.sh +login anonymous +force_install_dir "/home/steam/SatisfactoryDedicatedServer" +app_update 1690800 validate +quit
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
KillSignal=SIGINT
WorkingDirectory=/home/steam/SatisfactoryDedicatedServer
[Install]
WantedBy=multi-user.target|| Where would i add the "-multihome=0.0.0.0.0"?
well i tried to make is smaller lol
at the end of ExecStart
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh -multihome=0.0.0.0.0 @compact basin
i only have this FactortServer.sh
´´´
#!/bin/sh
UE4_TRUE_SCRIPT_NAME=$(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
lowercase
lowercase allready try same
multihome != MultiHome
also do you have a linebreak or a space between the - and the m?
also try with the ip.. same crash
Maybe with the savegame editor there is a name property i saw maybe chage this
do you use wolveixes docker?
Manuel driving works great for me just not with driving in automatic mode. But much more problematic is that they are not loaded and unloaded
@quick mist i have try space between - multihome
-multihome
same crash not starting up ..
Lower an upper case
you do not want a space there. not sure why the switch is not working there. hmm
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
Can you tell me wich line to edit in the scripts ?
last line in run.sh needs to be edited
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
hmm.. last 5.0.6 patch broke my server.. it keeps crashing
Linux server, Blak? check the wiki
yep.
was working fine with 5.0.5
Check the wiki.
@quick mist fyi mine works with MultiHome casing, I don't think it matters (at least on Linux)
good to know, thanks
Are signs resetting fixed in dedicated servers?
I cant get on to check it yet
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
Ya'll need to check wikis and the QA site π
Add -multihome=<public_ip_addr> to your startup parameter
@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
no
rip
Oh signs on dedis aren't fixed? π
thanks. That fixed it. π
promic put the "-multihome=0.0.0.0" in front of -port=15777
If you're using pterodactyl, go to the server admin and change the startup command
there's a changelog in the #patch-notes channel π
the actual ip inside the container is different if you run bridged. i've tried putting mine in host mode, but it didnt work, tried both local ip and 0.0.0.0, im out of ideas
@low nest
The changelog just said potential fix So
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
whoops sorry
The order does not matter for linux commands
that means, they don't know if it fully works...
But no mentioning of this change. Also this isn't affecting Windows servers
@fallen sinew i only have read access no edit. so can not edit it there
RIP, scream at your admin then π
Try sudo
@fallen sinew we are. Β΄he he ..
i'm literally spamming my admin for half an hour but i guess he's sleeping π
Do you not have this symbol on the right?
@fallen sinew nope
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 ?
badmin
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.
..are you really making a Federal case about Linux having case-sensitive filenames?
I use linixgsm too i simply startet the game in ja screen with the command
Sorry, reformulate ?
Wait im searching the command
did we just get an update? my srv just started after restart
im afraid to restart it again now
yes, there was an update
if yours is a Linux server there's an important note on the Wiki
If you're on linux it will break, however check the wiki or the QA site https://questions.satisfactorygame.com/post/61830560831c852052359b1c for a workaround
I execute that command
i have achieved connection
i need the linuxgsm startup parameters
You must go in the serverfiles folder i usr linuxgsm to
they seem to be fixed for me
It does not affect winblows, only linux
You're using cmder, you're on windows
to ssh into linux server
Io started it manually without linuxgsm in a screen to avoid change the linuxgsm settings
well i am not using manual start, as i repeat
wolveix pushed an update 11 minutes ago
I use it until they fix it
but it didnt work for me
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
fixed in my unraid docker by adding it here
Until then, i must fix linuxgsm's launch start crap myself
hrm. I use LinuxGSM and server's crashing on boot. I guess I'll scroll up and see if there's info on that.
You have someone up there saying to launch the game manually with screen "until the server gets fixed", but chances are this multihome will stick, so i would say, if you can, try to find where linuxgsm store its actual game start parameters and alter there, such as i am searching for.
I just did it for lgsm
I'm seeing a workaround in this bug report. I'll try it in a minute
rofl.. they still haven't fixed the "ture" and "flase" in the output hahaha
lgsm/config-lgsm/sfserver/sfserver.cfg
That file is empty though ?
just a comment at the top, right?
There is literally nothing, and that, similar to common.cfg, when i tried to add something, it didn't worked
hmm, not empty for me
it does say place instance settings here and all
that's what I have at the top of sfserver.cfg
but there is nothing else besides that
right, you haven't customized it
I tried to
so make it look like this:
but it did nothing for the game
you can copy the lines from _default.cfg to sfserver.cfg and modify them
if you think this is complicated, I suspect you don't do much server admin π
You have to specify the whole custom start parameters
this is fully customizing the boot command
Yeah no i thought adding a start parameter would simply append it to the existing
it's not about server admin stuff
ok. it's working for me with MutliHome
it's just that this one requires you to enter all the parameters again to work
the default boot params are the same without the MultiHome switch
it's complicated because you're adding other pieces to a server that is pretty simple to run without extra tools
where are saved files stored for the install? I can't find them.
copy the line from _default.cfg and paste it into sfserver.cfg and add the extra parameter.
on Linux? Start looking in ~/.config/Epic/
Believe me i have tried other ways, and it,s to say the documentation website was still fresh with Dedicated server release, so nothing worked as expected. By then, LinuxGSM did everything in one go and saved the troubles.
for linuxgsm though, it's in lgsm/config-lgsm/
perfect, thank you. didn't think to look in a dotfolder
cheers
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.
Thx for this β€οΈ
np
I guess i was blind then.
and I'm back in business. thanks guys
Already wrote a issue ticket for this. Issued a automated solution: https://github.com/GameServerManagers/LinuxGSM/issues/3661
Whenever I see LinuxGSM, in my head it is pronounced Linuxgasm
Ah, much appreciated. Hopefully they'll work it out for future updates without having to alter the configs
Oof, anyone else seeing segfaults on startup with the patch that just came out?
for the server*
see the wiki
See the wiki.
while I'm here and am behind on reading the patch notes, they fix the rebar crash yet?
See the wiki
according to #patch-notes .. maybe
Yes, rebar gun works on mine now, as well as signs staying as they should
off to the wiki then, thanks, many time :p
can go out and get them spitters from a distance now then hehehe
I'm a pretty good swardsman with the running blades, but yeah. safer now
awesome
seems like train stations still show on some random (center?) place on map when im more than ~1km away
I'm hoping they plan to add body slots someday.
it would be nice to have the blade runners on with things like the jetpack.
can you add multiple IP on the multihome argument? if so, how do you add the second one?
Unknown if you can invoke it multiple times
You sir, are a life saver. Even adding this automatic IP detecting, nice touch π
woaah, ive rebuilt my both stations and train and now it loaded, finally
lets see if it unloads
I couldn't get my trains to unload prior to this patch
I've got a server up and running, does anyone want to help me load test it?
i couldnt even get them to load
hopefully it's fixed
yeaaaa
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
my game is a one big offset π
is nobelisk fixed?
Haha, feels man
was it broken?
nobelisk didnt have any sound and/or explosion animation
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"
My bug with it he wasnt fly sometimes
oh
i still dont see an explosion
but i definitely felt it
oh crap
its stuck
its on my blade runners
adding to this to your stat script -MultiHome=0.0.0.0.0
Ouh
where do I add that?
Thats why he didnt fly sometimes
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
When yΓΆu habe a startscript that execute the sh file behind the satisfactory or so.sh -MultiHomeβ¦
open the shell file in a text editor and see if it has a line containing 'FactoryGame'
so when I launch the server do ./FactoryServer.sh -MultiHome
?
or should I add it into the .sh file?
if you are using IPv6, you can use "mulithome=::" to bind to IPv6 interfaces. I just tested it myself
Yes and =0.0.0.0 or your ip
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
And in the air whit a jetpack?
dont have that yet
some of my exploded rocks are back, but I can glitch through them. lol. work-in-progress
Ouh, so i test it out but tomorrow
Is the vid buggy?
it shows bugs, but the video itself should play just fine
Why does it look like zhat
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?
put in the actual ip address instead of 0's
0's are valid in every other case, is this different?
(and they are the default, i haven't changed it)
sorry.. that
cool, i'll give it a shot
worked on my docker
hopefully the actual ip address isn't needed, it's a container
so is mine...
putting 0.0.0.0 worked on the docker i use
cool
but have a static ip for the container
if its a dhcp address.. they are usually fairly static anyway
it's docker networking
mines in a docker running on unraid
Thanks to those that helped on this thread, allowed me to realise I had ports open on AWS box to TCP not UDP π looking good so far, lets see when 5 players join
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)
@grand geode Same for me after I just installed the update
I have it working when not run through LGSM
I put -multihome=0.0.0.0 and it works, but it doesn't bind to a port without it
that's because of a bug introduced in today's update
where are u adding that
to the commandline when starting the server
Like so ./FactoryServer.sh -multihome=0.0.0.0 -ServerQueryPort=62007 -BeaconPort=62008 ?listen -Port=62009
i added it straight after "-log -unattended"
it does not appear that argument order matters on the commandline
Of course it doesnt
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
The isnt a linux tool. Its a game server
ah, now I remember why I had you blocked.
even most linux tools don't care
Poor baby
Ahhh it's ok bb, you'll be fine
is there a way to add this to an LGSM start script, if anyone knows enough about that, if not i understand
not a single sane developer makes an argparser that cares about the order without a really good reason
You cant get that through these thick skulls
Its magically something different... even though its just another UE server
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
(fun fact: most smartphones are POSIX computers)
Dose of reality... not at all relevant to running a UE server
I wonder what fantasy you were trying to pull him out of...
The one where cell phone were relevant
nice i see they got the ipv6 support in
hmm for whatever reason im not able to get the server to update to the latest
yeah, I got it working via -multihome=::
and removed networkign support by default at the same time π
what?
its works with the multihome stuff
seemingly something to do with IP v6 support caused startup crashes on the Linux build
Doesn't work without it because it tries to bind to the same port twice... and funny enough it fails to do that
Yeah. Can confirm multihome works a treat.
Logged back into the dedicated server after the update to be greeted by a broken objective
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)
multihome should let u put more then 1
The 2nd socket is probably meant to be AF_INET6 π
more than likely, yes
hmm any reason why the game server isn't updating to the newest version? I have updated it successfully (allegedly)
both -log and -unattended are applied by default on Linux, but yeah that guy was pretty rude about it
welp, celeron n3150 is a nope, cpu not powerful enough for handling 1 player
could that CPU even run the game standalone?
considering the board only has a 4x gen2 pcie slot and an intel graphics decelerator i don't think so
it's a nas, handles zfs perfectly but i'm not going to run this server on it
well it's good that a NAS is able to handle a filesystem well (:
This worked for me on Linux GSM - TY!!
Anyone fixed the issue with ip address yet? I got it aswel, did see a solition here yet or maybe ism blind βΊ
You are welcome - hope it will be rolled out in an update tomorrow π
Just look one post upon you
Yeah i posted then he was just a bit faster ill take a look thank!
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"
Yes indeed was going to do that thanks for confirming
how do i update my server?
im using steam cmd on windows
like how do i get it to the right version
Run your update/install.bat file
The one with which you downloaded sfserver in the first run
Then do this again
ok
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.
type the pass somehwere and copy it .. go to same spot and paste the pass and hit enter FAST
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.
@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"
nice explain for server/session
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?
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
Alright got it, thanks for the help everyone.
On Ubuntu, updated the way I always do, and not the server will not stay up....
update server
did u use defaults b4 or did u setup ports b4
default networking
i would grab configs and redo
If I could get in mine I would tell you!! lol
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?
did u install in same server spot .. did u try loading the save by session name
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").
try binding to ip for adapter
ahh...I see....
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?
load session name
u might have to start save then load it .. dont know didnt read all above ... havent had need to yet
There isn't a separate save file anywhere for the session I had going on that server, at least not that I can find
nobelisks still not working?
somebody else got server problems since the new update?
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
roll up and look a bit .. they helped others
after the latest update it seems like the server is crashing, memory issue
Memory related crash
Seeing the same on my server output, crash on launch
that a steamcmd setting?
k
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.
yeah, greg, im going to go out on a limb here and say something got borked
look at everyone complainging
haha
complaining, even
I just want to fix it lol
well I will try some tweaking
thank you!
I dont see how to make it bind to an address tbh
hmm, I also get the cannot bind error now after updating
wiki page ... MULTIHOME
that should be fine
Could not bind address '0.0.0.0:15777'. Server cannot continue initialization.
how do you make it run that???????
should be but meh
wiki page ... MULTIHOME
how about a link @slim spoke
haha
bind to ip of adapter
its in the pinned
WIKI PAGE NO TELL YOU HOW TO RUN MULTIHOME
yeah I am going to just tell it to bind to the actual IP
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.
-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
its a bug and should be able to use 0.0.0.0 but I would rather play than complain about technicalities
put in cmdline its a - switch
or try reading the wiki page help since u didnt even look for the cmd
cmd of a server thats not up?
so is the systemctl not part of the wiki now?
ya the one that u pass to fix it
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
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
I dont know how to run command line when it starts as a service
Seems it was removed by DopeGhoti with no explanation aside from the "Visual edit" tag, so might've been a mistake. You can still find the information in this revision https://satisfactory.fandom.com/wiki/Dedicated_servers?oldid=40366#Setting_the_server_up_as_a_service
edit the service if you're running in windoze
fix cmd it uses to start server
services.msc
yeah there doesn't appear to be an option to run a command line on pingperfect for satisfactory.
something u setup is doing that
I had to change the start_server.sh in my installation to add that multihome flag
go backwards then
see my screen command above that worked
what launches ur server... that has the cmd line
all u do is add the info to the line
@quick mist Was your removal of the "Setting the server up as a service" section intentional?
William, what doe syour FactoryServer.sh look like?
@rigid walrus it wasnt removed
Oh?
I still see it
Oh, moved, my bad
Its a link to a new page now
I see, my apologies, I missed that
Its all good, was just showing you where it was so you could get to it!
thanks @slim spoke multihome fixed it
yw have fun
sorry you guys are getting hammered with the same shit over and over
leave a thanx for devs its all them
I should have checked the wiki first
do I need to update via steamcmd?
yes
Maybe dont post your own IP address unless you want people to connect.
also, you can use 0.0.0.0 in the case you have a dynamic public IP address
I have a pretty early version
unless u have in steam and its updating lol
They don't have the pw, so good luck
the server itself is updating, because I'm using the latest client on it
it updates whenever I restart the service
thats not how it works
what do you mean,
today patch and yesterday will play on exp
doesnt mean it updated
check the server with #patch-notes
if u installed with steamcmd u manually update
there is no autoupdate
@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
plyaing today with on yesterday server looks the same
the start_server.sh file that was part of the wiki before runs the update command
they should look and see if it is updated or not
@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
steamcmd hasnt been updating it only would install whole package again
aka updating
anyways i dont care .. i just said playing doesnt mean nothing .. check srver with patch notes
get over it people
why you always so mad in here man? You do good tech support but youre always so salty :/
uh, what?
I ran -multihome IP and its still not working.
or roll up read it from others
If you cant help, please reply to others and ignore me.
answer to cant bind 0 0 0 0 is multihome if its done right
so dont know what u expect more then the answer
look, its real easy just add -multihome=serverip right after the exe
greg is there a space after =
I dont have an exe my friend
no
maybe that is why
I am on linux, linux does not use exe files....
greg just used to fix his error that u have
What's your launch command? youre on Linux im assuming?
linux server still uses cmd line to launch
multihome gets added to that
i would put b4 log or unattended
"$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
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
no he fixes the ip
worked once for me
worked for me as well
sweet thanks for the tip
here's my exec line out of my systemd service file:
ExecStart=/home/<youeUsername>/SatisfactoryDedicatedServer/FactoryServer.sh -multihome=0.0.0.0
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
does using the loopback address work? just curious
ya u can use local
@slim spoke It does indeed work to bind it to 0.0.0.0
The error in the server is that it tries to init the interface twice.
https://questions.satisfactorygame.com/post/61830560831c852052359b1c
might be better so you don't have to remember to update the IP if you ever change it
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
if it works I dont see why not
no you cannot use loopback, or the traffic won't ever leave the box.
Use 0.0.0.0 if you have concerns about a dynamic private or public IP address
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
ah makes sense
thats why i said local lol
