#dedicated-servers
1 messages · Page 185 of 1
@limber flare thanks man, that worked!
just enjoy the game greg that makes it worth it
im more waiting for future fixes by choice so its nice to see others loving it
and more people i help play more .. more info for devs
lol well...I can confirm that explosives still dont work
womp womp
does it crash the server, or just not work in game?
they just dont go anywhere
the rebar gun works
yeah no explosion animation either
so they patched that
this latest update broke it for me, won't bind to address/port 😦
yep
multihome
aah, just got to work out how to add that to lgsm
|| if y'all keep just handing out fishes no one will ever learn to feed 'emselves ||
ya just add to cmdline for server
if you set it up as a systemd service I suggest you add -multihome=yourip to start_server.sh like so FactoryServer.sh -multihome=192.168.0.3
agreed dope id rather show them a lake full of fish and give them the rod
worked great for me
unless its technical
yep, that's what I did here.. only I don't have a start_server.sh because it's not needed:
oh gotcha
On a slightly related note, is -log -unattended necessary for the server on linux? I thought I remember reading the wiki say that those parameters are prebaked in the linux server.
no
they are, Prox (pre-baked in that is)
it coul dhave window and use resources for nothing
..but it doesn't, it just vomits to stdout
u want those 2 so can check errors incase .. and it runs better with unattended
I'm pretty sure mine is still outputting to a log without the -log parameter
Ok, just was making sure, because a lot of the configs I've seen people showing after the multihome change have those two parameters
well like dope said its baked into it
yeah. it doesn't do any harm to add them.. they just do nothing
linux has some stuff that is forced that windows doesnt
thats some of it
sorry dope didnt mean to get in ur way explaining
yup yup im just on team everyoneshouldbeabletoplay
hear hear
^
fyi @low thorn my issue with connecting on high ping was not resolved in the latest update, I havent had a chance to try connecting to any other servers on high ping so might be just this one idk
in this room its been pretty good for most part with people working together and getting along which has been really nice
not supposed to PING devs with @ name
i was specifically asked to
ok its just what people get told when they ping devs
he was looking at my issue yesterday
anyways its just so others dont ping the devs cause u did
im in australia trying to conenct to german server xd
not really giving ya trouble i get it
were cool man
does anyone have a server up i can try and connect to so I can see if my issue is specifc to this server
i can fire a game to connect to .. i dont have dedi ready to fire
So I have a server running. Saw there was an update today and when I used the updater line from the wiki, my save got wiped. Is this going to happen each time the server is updated or did I add a command I shouldn't have?
if that works then dedi should
anyones server having issues starting since new patch?
yes lots
My server starts just fine and can join it, just my progress got wiped.
multihome needs to be used in cmd line to start
can roll up and see or look at wiki for cmd
my docker is crashing constantly
vaeroth u need to load session name for ur save
And so if I don't set a session name, it will be lost?
u will be on new save i guess
cause ur not loading the save to play on
it cleared info when u updated
so just tell it to load the right save and ur back
session name is first part of savename of file
Well the name of my server is there
it just needs to be told what to load
How do I direct it then? I can't do that in the game.
its like new server u have save file in folder already
It shows my Server name.
server manger
be admin and load session
can try reading the wiki page
its got better written info about loading session
Try something like ./Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame -multihome=$(hostname -i)
Read the Wiki
When I go into Server Manager, I see the name of my server there. When I clicked on it, all it would do is let me create a new session.
maybe start it and save then load session
dont know i didnt read how to load a session
i just know if u load ur session .. u will be good
just need cmd and session name .. then issue to server
console or ssh depending on u
once u create a new sessionu could probably rename the new session to: sessionnameold and rename the old one to sessionname
Yeah, it can't locate my session. We weren't that far. So just going to recreate it and start over. Last time I just created a server name and not a session when I was setting up the admin stuff.
i believe i got it working. i just added multihome to my start script
i think he has to create one so he can then load session from before by session name
it loads the save then will be like b4
is there somewhere they posted what this patch addressed?
I think the main issue is that I never selected a session name the first time around. Just named my server
ur save u played has a session name either u or game gave it one
its in the filename of the save
save name is like .... wordwords - somestuff -something.sav
wordwords is session name
so u use cmd with just the part of wordwords
but i think u have to create the new one first then use cmd
or it wont load it
could search here its been mentioned lots before .. someone probably wrote it out nice
Many more settings can be changed manually by editing ini files, which are located in the installation directory: Config file locations per platform Platform Path (relative to installation dir) Windows FactoryGame\Saved\Config\WindowsServer\ Linux FactoryGame/Saved/Config/LinuxServer/
check the config file maybe u can specify ur save location there
Oh jesus an update came out and now everything is borked SOS
just need to fix cmd line with multihome and maybe load ur session up
I wish we could get a pinned message here.
we can just have to ask a mod or dev(when here) to add/change it
the wiki is changing fast though so posting links to things now would be pain
`1. Find the desired save file and Session name in the Load tab in the main menu.
Session Name is of critical importance, save files only display it if they haven't been renamed while being saved, the only way to see the Session Name otherwise is from the Load Menu or a save editor`
the DS wiki pages have been pretty stable, Sanctum
other than adding the post-release note today
`. Insert the Session Name from step 1 into the server settings tab in Server Manager, press ↵ Enter. The server should initiate a search for the save file with the matching Session Name.
To reiterate, Session Name & Save File Name are not the same, Session Name cannot be changed without a save editor, renaming a .sav file does not change the Session Name.`
Hrm, my dedicated server update is stuck at 18%
well i dont plan to sit and bug people all the time to fix pins
u can if u want lol
its got a link to the lake full of fish.. im happy
aye
i mean u just need to ping the dedi serv wiki page, if ppl are unable to use navigation menus they shouldnt be setting up a dedicated server either
ya i kind of use it as my line of how much i want to help someone
more they help themself more i want to help if i can
dedicated servers are made for powerusers, in client server is made for kiddys and whatnot
at this time especially i would agree
with patching and changes its ruff with kids and such
obvously if a noob is really nice about it its worth helping them
well everyone has a "First Game Server I Have Ever Set Up"; you gotta start somewhere
but its lots of good data for fixes
otherwise i would just ignore them
The latest update makes the server segfault. I see from prior discussion in here that using -multihome=0.0.0.0 is an additional argument fixes it, but why is this necessary?
It took me all of 15 seconds to roll in here and see that there was an IP binding issue and see the fix. I wasn't even done rebuilding my docker image with the latest build
if ur not a poweruser you 100% should not be touching dedicated servers rn they are so buggy haha
because doing so forces the server to only bind to the address you specify, @wet cedar
yup true dope .. i just like to see they are trying and im not just pasting the wiki to read here not there
Indeed. I set up my first game server around age 12. I was probably just as impatient and annoying too.
the problem is that it tries to bind by default to the UDP ports on all IPv4 interfaces twice by default
the second binding fails and it blows up
That's definitely a bug then.
aye
Even just short-term, an easy patch would be to add the -multihome=0.0.0.0 line to the FactoryServer.sh file provided by the steamcmd image.
So I do wonder if we'll see this.
not really as that forces IPv4
you can use (only) IPv6 if you want to
also if they add that to the script and you supply -multihome 192.168.1.66, you're in the same situation where you try to bind twice
It seems like it'd be a lot easier to set this and recommend people edit it for ipv6, than to have a server that will crash on startup.
its better to just bind to adapter on the net
Although, I do wonder.. if we set it to bind to :: would that also work for ipv4?
no because that's an IPv6 address
Yeah well uh.. you're an anycast address stuck in a hot potato routing scenario!
Yeah that'll show you..
well I said "no" but I didn't Science it so I might be incorrect
0.0.0.0 tells that random computer u know nothing about to bind to all devices it can .. so that alone could cause other things
thats why i said better to bind it to adapter
What random computer? That's a weird description.
for best results (usually), use -multihome=$(hostname -I | awk '{print $1}')
Yes, 0.0.0.0 is shorthand to bind to all network devices. Which is exactly what the server did prior to this update.
but 0.0.0.0 behaves as the prior release(s) did
which caused unknown issues lol so we said bind to proper adapter
just pointing that out u can tell them ur thing thats cool
it does work so im not being that guy
ur fix would go nuts on my network with net adapter lan adapter and others all in same set
I'm just thinking that if they know what that 0.0.0.0 represents then they probably have sufficient knowledge to adapt it as necessary. I can't imagine a situation where they've accidentally gotten themselves a multi-network setup but also don't know how to use it and it also breaks something.
binding to 0.0.0.0 out-of-the-box is incredibly common and I'd even say expected behavior
In which case they probably deserve things to break as they might actually be cursed.
it's nothing to write home about
but best practice is to only bind to the interface you need to bind to
I don't dispute that. But we're only talking about an out-of-the-box configuration which I still argue would be better than just immediately crashing.
just fix the bug instead .. would make more sense to me
the thing is you don't want an OoTB config which will crash if you correctly use a documented option
Some bugs are hard to fix.
this one is pretty simple, they need to change the second default binding on the Linux build from an IPv4 binding to an IPv6 binding
no reason to patch with workaround which is use proper bind really
So what is a proper bind?
they still have to fix it so they just fix it and we workaround with the cmdline and when fixed the cmd line just means it uses right adapter still and nothing changes
A 2-minute patch without incrementing version number would resolve the issue for most new installs. Then a future patch would fix the proper behaviour.
I'd rather that than a hasty patch that then fails to work as this one clearly did.
Surely not use MY ISP address
no its bind to internall
so server is linked to adapters to send data to
setup of server doesnt change
I mean technically it could if you're using an IPv6 network, though it'd be a subnet on the assigned /64 prefix.
its just add the multihome to the cmd line used to start it
okay I'm going to ask we maybe wave off the could've should've discussion as it's getting in the way of answering an actual "help me" question for Euripedus
God I'm so fed up with NAT..
@sharp herald the simplest answer is to use -multihome=0.0.0.0 in nearly all cases
FactoryServer.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"
"$UE4_PROJECT_ROOT/Engine/Binaries/Linux/UE4Server-Linux-Shipping" FactoryGame -multihome=0.0.0.0 "$@"
that will bind the server to all of your IPv4 interfaces
If you don't know how to add the switch, just replace the contents of the file as shown above and start it up.
This is for hosting multiplayer servers that are public?
yes
ah thought so
or (semi-) private
It'd be necessary for public or local/LAN.
I usually leave my monster computer up and running
lol anyone else got 128 Gb of RAM?
didn't think so.
I do at work
yes
I routinely use machines with 256GiB
I had 32 but two sticks seem to have failed on me.
hyperv server
damn! I'm not alone in my world domination scheme
It's not what hardware you have but what you do with it.
I set my server to :: and my client machine connected via IPv4 since it used the IPv6 reserved address for IPv4. It works.
right. I do alot of things with this bad boy. modelling, animation, gaming, and so on
Yay for Science!
congrats syririus
Is that an internal connection or over a LAN?
over LAN, my server had IPv6 binding. My client is my main machine and when I connected, I saw on the logs that it converted the IPv4 to IPv6. Let me copy/paste the relevant log
Thanks for the bug tonight, CSS; so much Science is coming out of it!
I have a dream.
A dream that one day my server won't be connected over a 100mbit powerline connection.
PoE or EoP?
EoP.
I have the same in my apartment. I hate it.
What kind of server do you have, that you can run it with PoE? O_o
I know you can get hats for the Pi3 and 4.
but they won't permit me to bring in an electrician at my expense and wire Cat6. I asked.
But it limits the connection to 100mbit and adds 4ms of latency.
Still, far better than WiFi.
[2021.11.04-01.12.47:520][108]LogNet: NotifyAcceptingConnection accepted from: [::ffff:10.0.0.7]:51807 [2021.11.04-01.12.48:525][138]LogNet: NotifyAcceptingConnection: Server OnlineBeaconHost_2147475492 accept [2021.11.04-01.12.48:525][138]LogNet: NotifyAcceptingConnection accepted from: [::ffff:10.0.0.7]:51807 [2021.11.04-01.12.48:525][138]LogNet: NotifyAcceptingConnection: Server OnlineBeaconHost_2147475492 accept [2021.11.04-01.12.48:525][138]LogNet: NotifyAcceptingConnection accepted from: [::ffff:10.0.0.7]:51807 [2021.11.04-01.12.48:559][139]LogNet: NotifyAcceptingConnection: Server OnlineBeaconHost_2147475492 accept [2021.11.04-01.12.48:559][139]LogNet: NotifyAcceptingConnection accepted from: [::ffff:10.0.0.7]:51807 [2021.11.04-01.12.48:559][139]LogNet: Server accepting post-challenge connection from: [::ffff:10.0.0.7]:51807
yeah number one thing i added when building my house was dual ethernet to every room
I hope to one day have enough money to contemplate such things as having my own house built.
I have a Unifi AC Lite and it sits about.. 2 meters from my server. There's a ceiling in the way.
And despite that, even over 2.4GHz a file transfer can add upwards of 5000ms latency.
ouch
I do the same on powerline and the 4ms latency goes up to maybe around 120 at worst, usually closer to 20.
celiing means wall = pull a cable lol
i bought at just the right time... house the same as mine being built next year are already about 15-20% more expensive
ur making me cry with that latency
Rented place means gotta ask permission.
We've been here nearly 25 years. We've never even seen the landlord.
I'm not qualified to do this kind of thing, honestly.
anyways i shouldnt drive off the road 🙂
so long as the road is metaphorical
Just press E to get back on the rail 😛
yup i dont drive so its safe
sorry thats my fault for just jumping to the road ... ill pick better next time
good instinct because FAR too many people do literally text/discord and drive
I don't plan to 'drive' until they've got self-driving taxis. :p
i cant heart surgeon yanked my license
If Elon has his way, maybe by 2030
I think I'd trust a well tested and trained AI driver over a once-tested and easily-distracted human one.
i get mad and their monitors freakout
drivers get hurt i end in ccu
anyways .. ill be quiet til we hit a topic
New topic: Why won't ipv4 die?
cuase gov and companies
we haven't run out of addresses yet
I'm pretty sure we have. Some ISPs are using cg-nats now.
alot of $$ to change the world over
they just keep squeezing more CIDR out of it
hrm.. just got a segfault "can't read memory at address 0x0000000000000000"
that sounds fun
That's a lot of zeros. Mine ended with a 3.
have u whispered sweet things to use server today? gotta let it know u luv it
was it rebooted recently?
Actually, we are out of IPv4, just a lot of people don't realize they are using IPv6 on their phone and computers for Internet traffic and IPv4 is "fallback"
Jagex CSS put out an update that broke things.
IPv4 still works because it's NATs all the way down
That is true
The latest hotfix actually broke my dedicated server less than 20 or so hours in, I had just gotten to coal
and fun fact, the IANA technically ran out of IPv4 addresses about a year ago.. heheh
Yup!
The thing is, we have transitional technologies that can convert IPv4 and IPv6 either way. So for most cases residents could be moved to IPv6 and still connect to IPv4 servers. Or ISPs are able to assign both V4 and V6 addresses if they deploy the right hardware (routers) to consumers.
And despite that, we rarely see it.
agreed. 🙂
on some of my web sites I run, I see people connecting via ipv6 more than 4
Comcast already have dual stack IP addressing for years now
For web servers, it's not even like you need to handle ipv6 at all.
Apache or nginx as a reverse proxy, or pass through cloudflare or some other intermediary.
exactly
All these transitional paths exist, things likely wouldn't break from the switch in 99%+ of cases.. but we're still stuck on v4 for most things.
not to derail the ARPAcolypse talk but
but at least since I own the hardware too, so I just need to make the IPv6 addy is set up properly heeh
Hah.
@crimson gorge - check the wiki for a fix to get your sever back online
FactoryServer.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"
"$UE4_PROJECT_ROOT/Engine/Binaries/Linux/UE4Server-Linux-Shipping" FactoryGame -multihome=0.0.0.0 "$@"
I have this on copy/paste now.
I am super happy that servers exist now. Although I forgot to turn off the setting to pause them when nobody's online.
I came back to my game and all my machines had backed up.
I like that setting
server manager settings
That's not a problem, more resources is nice. Just unexpected.
leaving the world running feels like cheating in a way
Yes it does.
(but hey for those who feel otherwise I'm happy it's an option)
But, it could be done by leaving a desktop computer running. This is far more energy-efficient though, so I'm okay with it.
its also a way u could run stuff for tickets then kill sinks while u play on server for better performance and fps
then switch on when u leave
Here's my two scripts. 🙂
FactoryServer.sh
#!/bin/sh
./ForceInstall.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"
"$UE4_PROJECT_ROOT/Engine/Binaries/Linux/UE4Server-Linux-Shipping" FactoryGame -multihome=0.0.0.0"$@"
#!/bin/bash
cd ../
./steamcmd.sh +login anonymous +force_install_dir SatisfactoryDedicatedServer +app_update 1690800 +quit
put a space here after the last zero
otherwise the script will be broken if you use any args when invoking it
mine seems to work without any extra spaces, but noted
is the server performance more based on processor power or gpu power?
100% processor, the server doesn't render anything
oh yeah kinda forgot about that.
then finally intigrated graphics and my dual xeon board thats been sitting in my closet for 2 months can get some use!
@vagrant turtle this is why:
last line is now: "$UE4_PROJECT_ROOT/Engine/Binaries/Linux/UE4Server-Linux-Shipping" FactoryGame -multihome=0.0.0.0 "$@"
anyone have an idea how to fix this: I'd like to run the server on a second computer with the steam UI but steam freaks out and when i try to run two steam applications from the same account at once?
dedi doesnt need an acct
and a pretty basic linux distro be probably be the best idea for the host pc?
perfect, Blaksmith
im not scared of win10 eating 20c40t and 128gb of ram
but would rather it all be dedicated
@quick mist I understand the reasoning 😛 hehe kind of shit I do for a living... I do make mistakes here and there hehe
🍻
Oh right.. people still use Windows.
sadly
Sadly, I have to use winblows for my day job
Steam's trending 4 months at >1% Linux in their hardware survey.
here's hoping that trends up
It will once the Steam Deck is out.
probably because nobody cross-compiles their games for all 3 platforms.. mainly only winders and mac
Yeah but Wine/Lutris/Proton takes care of that.
I'm super glad that more engines now are making building for Linux easier
but Proton is a huge help too
yeah, I've used Wine and PlayOnLinux (which uses wine) with much success
but had more success when I had control of which one it was, so wine directly, not POL
Ideally we can just play natively on Linux more
and games like LotRO , same hardware,
Windows: FPS 38 - 45
Linux: FPS 85 - 105
I burned a lot of time playing Enemy Territory in native Linux back when my daily driver was a Gentoo box (:
Why do the server and client versions not update at the same time?
That's similar to 7days.
Do they not? My client and server have both updated to the same version.
they were updated at the same time for me... force an update?
or force reinstall
Hmm maybe Ill do that then
I cant seem to get them to stay in lockstep for some reason
the core of the problem is content delivery networks. their caches are not always kept in perfect sync
Ah that makes sense
launcher might need to restart to update client or server needs to restart to run update stuff if it has it setup
but the patch is applied to dedi and exp at the sametime
one could theoretically only use the Steam desktop client for the store and only install games through SteamCMD but you'd still be only getting data as new as the CDN cares to present to you
I just need 2 more sink tickets ... so I can get some super computers HAHAHAH ... don't feel like building that unit yet...
dope i got a question ... just want to get it right in my head so ill ask ya. if u rerun the install for server is it wiping out port setups and such in configs? or those are safe
just wonder if using certain cmd stamps over any important stuff
tbh, I will look the next time there is an actual update. I have a feeling that if there is one, it may over-write the FactoryServer.sh file . 🙂
kool thanx .. i just wonder cause i dont wanna say just run install and it slaps their stuff silly
I'm using default, so not seeing any changes until the required added -multihome entry
ya dope or one of the peeps will know.. not important enough to ping anyone for though
and knowing my luck, they will add that to the default for next update HAHAH
lol ya
if you have your server setup like the systemd example where it checks for updates and verifies files it already does that
I ran into that issue
nah, I don't have it as a service.. manually running in a screen for now.
tried putting -multihome in that shell script and it kept getting overwritten when I started the server
If you edit FactoryServer.sh that will probably get nuked by future updates
thats what I am saying it gets nuked on verify
but if you do the port setting elsewhere it'll probably stick
k thanx dope 🙂
but, since it is not like SVN or GIT where it insists you save / stash your changes before it will download.. I think steam will keep it how you had it when there is an update on files OTHER than what you changed.
that's why I put the multihome switch into my systemd config:
cool 🙂
so its got systemd calling a shell script calling another shellscript
haha
not very efficient
yeah I took out that abstraction, I have SystemD just calling what needs to happen directly
either way, will still be sticking with the setup I have until the nextupdate, then I can give @slim spoke a proper answer on if it changes or not. 🙂
yay for more information!
I am kinda surprised the server is even able to run on my shitbox fileserver
lol greg
if it works it works
long as it does work
one of my home servers is still running a 32-bit OS on a 64-bit physical architecture because I am a lazy lazy bastard
its got 8 gigs of ram and still somehow has 900meg free
more like Until it doesn't work
this
my old laptops do bitch work on files and such and put them back on storage to keep this one and desktop for me to play on
that's cutting it close with 900 megs HAHH
I mean that's still 12% unutilized.. I have seen worse in production environments
well free, as in not cache
damn .. need one more sink ticket .. but only going to take 1.975 mil points HAHAHAHA
only using 500meg of swap we are fine
heh
900meg is buffers and cache so thats basically free
I have always hated having to dip into swap ... On some of my servers, I have a Vswap, which actually uses allocated ram instead of the drive (SSD / HDD)
yep
host machine is a server with 48Gb ram, with like 10 VM's on it .. so the vswap is for the VM's
if it is hardware, you can't control that
my storage array is the only thing thats not a flash drive
..fair, I guess
software, I don't think it will even let you
its a hardware raid
that would explain it 🙂
i guess i should setup a dedi just to do it once at least lol
Huh, something with the new update fixed my Invalid Authentication Token errors
nice
lol
that can go either way
sometimes unexpected things get fixed
and sometimes regressions get introduced
I'm aware, I've been working in this industry for 15 years. I'm just surprised because nothing in the patch notes would have suggested that it would have been fixed.
anyone got a link to a docker or something for windows they could dm ?
might have been tied to something else they fixed and they didnt realize it I guess
either way
My docker images are hosted on a private repository 🤷♂️
you got windows 10 pro you can just use hyperv
im so lost lol i dont know if im lookin for a repo site or what lol .. just a point in direction to start and ill learn from there
I keep forgetting HyperV exists
I prefer my own hardware... kthkxbi
lol
I'm so used to just rolling KVM or Virtualbox
lol yeah I use virtualbox a lot
I would recommend against Hyper-V if you're using Windows. Just do Docker for Windows with WSL2
ya win10 but im just whipping up one that can be used for testing and test connecting .. then will play with things to get fancy
ah
just install WSL, install steamcmd there, and fire up the server
I have 2 hardware servers at DC's, and 3 hardware servers here at my house, spread out LOL.. wife is like "make sure I don't trip over the wires" hahaha
done and done
I solved that with a 42U rack in the garage
XD
I have a problem
if I had a garage and I had a rack in the garage all my homelab would melt in the Phoenix heat
lmao
okie dokie ill just figure it out .. l8r
hahh nice.. but, what's the speeds? at the DC, one I'm getting 10GB and the other I'm still only getting 1GB
and at home, shitty 100MB
symmetric gigabit
the nice thing about a 42U on the premesis is the amazing bandwidth you can get by carrying a tote of drives from one room into another
lmao @quick mist spitting facts
I think Randall Munrue did the math and found the highest throughput data transfer was FedExing shoeboxen full of SD cards
heh
win some lose some
ewww, (reading up) .. Phoenix .. no thanks .. been there, good place to visit for a quick stop, but .... nah, east coast here. Western NC 🙂
in the moutains!
I don't miss snow
grew up in So Cali though, so yeah.. heh
yeah, that's why I moved east.. Love the seasons
especially when the other 15 days are a mix of "partly cloudy", "haboob" and one or two days of "rai-- hah just kidding, mostly cloudy"
lol.. sounds like you are from India or that area?
Originally from Vermont actually
Never been to that part of the globe. Maybe one day.
ahh heh I guess some haboob's can come across the land in AZ too, so yeah.. Bad on me thinking that because of the word you were on the other side of the world HAHHH 😛 hangs head in shame
I don't know why the meterologists out here decided to use the Arabic word for 'sandstorm' rather than just say 'sandstorm' but here we are.
sand storms can happen just about anywhere
lol
maybe they just collectively wanted an excuse to say 'boob' on live TV
hehehe
are u watching detroit area weather?
not as a general rule
hehe
looks nice today though
looks like my damn power graphs in game
hahah
rofl
compare:
at least the highs are down to 32 degrees
nice to be below homeostasis outdoors for a couple days
maybe not a server specific issue but can you still get casted screws from hard drives after you complete tier4?
we have been unlocking hard drive after hard drive trying to get that and none of them have had it
Anyone try running multiple dedicated server instances dockerized yet? I assume this would be a problem because of beacon ports? Just started playing around with the dedicated server client today.
wiki page tells u what u need for it
lmao so just as I posted that our last drive got done scanning and we got it
fuuuuuu
sweet
you can but yeah, as you get more and more tiers there are more and more things in the pool
keep it empty then new are choice
multiple IPs could satisfy that issue
I learned quick to go drive hunting as soon as I get Research until I get Casted Screws
2 is what u want in pool or less
to be clear I have not tried this but I suspect you can work around the issue given enough IP addresses if you cant change some of the ports
yes u can if u fix those things mentioned
you don't even need to Docker it if you set up virtual NICs and use -multihome to pick your interface per instance
this
@alpine dawn @quick mist Thanks for your suggestions, I'll play around with it a bit tomorrow. I notice in the wiki they say that it's not yet changeable, assuming it will be manually selectable in the future, will make things easier.
it's been mentioned that they may work on getting that port overrideable
no promises of course, you know the score I'm sure (:
another option is having Docker use Bridged networking, and each container would then have its own IP on your LAN rather than using the host's
with ipv6 support multiple IPs become viable even on most home connections
you don't need IPv6 for effectively infinite IPs for home use
u can do the 3 ports and multihome if needed so just have to fix each copy of server and setup the range of port forwards
yeah I mean publicly routed
even with the 192.168.0.0/16 range you have 256**2 addresses (minus a few)
I'm an ipv4 kinda guy lol, multihome works but I'd imagine that'd become very expensive very quick.
thats why I said ipv6
if you need more just rock 10.0.0.0/8 and you have 256**3 (minus a few)
it lets u bind to specific ip/adapter
you get a shitload of addressed usually from most ISPs
not all the devices
I wonder if there's a posting on the QA site about SRV record support
probably too soon for that (:
waiting for the old skool web interface to control the server like on UT2004
XD
Nah I work for a GSP so they have to be shared public IP's. Just tinkering around with it now, haven't tried dockerizing it yet. I'm sure there's a way we can bridge containers together to have multiple instances running on the same machine. RN I'm just getting a feel for how much resources are needed on a plain steamCMD install for a full playthrough. Just gotta say, so far the setup for this dedicated server client is the easiest and quickest I've seen. Coffee Stain did a really good job.
yeah its pretty good
very similar to my experience with ARC
same kinda deal
steamCMD unreal dedi
I just really like how everything is built into the game client, makes it super convenient.
we've come a long way from Quake and hlds
yeah not a whole lot of extra utils needed to manage it
I suppose the only gripe would be if you were some kinda hosting company and didnt have the game but wanted to be able to quickly deploy dedicated servers for people it might be kinda awkward
dunno
I am sure there is a use case for external control
not through a game
bit of a reach but meh
Ye, we're waiting a bit to release for shared hosting, just for much of the kinks to be ironed out. Docker helps when it comes to quickly deploying multiple servers. I just thought of the beacon port being an issue like 20 mins ago, only have one test instance up atm.
ah, to be completely honest I havent played much with docker
usually just fire up VMs if I want segmentation
haha
ohhh
seems that way
so I just use VMs. which I'm sure makes me seem like a cranky old man ranting about kids these days and their music
node isn't great.
its literally javascript trying to do more than it should
I think node is fun to code in, I'm not a developer though so I don't work with it every day.
Why in heavens name has editing on the Dedicated Server page been deactivated? Somehow a couple of people are Gatekeeping the whole article :/
https://satisfactory.fandom.com/wiki/Dedicated_servers
I was not aware that editing was disabled.
was there something you thought should be added or changed?
everyone tried to make it their wiki lol .. instead of getting with the community
haha
multiple people wanting to arrange the order and stuff
I can still edit it.. are you trying to edit anonymously @prime gorge ? you might just need to make an account and log in
Happened during the weekend - was able to edit the page last week though
meh ...
Thanks anyway for letting me know 🙂
my joke is now lost forever cuz my gif got stuffed
welcome to dedi room isnt it satisfactory? hehe
lmao everyone and their mother was trying to advertise their servers?
there was some dispute about some paid server manager programs with effervescent prose finding their ways into the article
oh
yup yup .. been little ruff recently
not to advertise ur paid hosting on
well not anymore
it puts the wiki and devs in a spot
but at the beginning thats what they were thinkin
that could be linked to anything
slaps wiki look how much free advertising you can fit in this bad boy
Ppl out here farming SEO with their do-follow links, scam as old as google itself
old days people have done things like steal info with scripts .. so they dont want people just being able to drop stuff to the public thru it
if u go and download something then thats ur thing
haha
it makes sense when u have kids coming to reference it
brb firing up an unpatched windows 95 VM to click on all the links and see how many viruses I get
best not beat it into the ground though. Suffice to say that AFAIK there's no 'gatekeeping' beyond having to put your name on your edits for the next fortnight (:
How many times can we install bonzi buddy on one windows 95 vm
lol
once per toolbar
greg autoclicker hahaha
something something CometCursor
That's excessive, but that's how it was back in the day
I'll never forget my mom trying to get me to fix her computer as a kid, open internet explorer, half the page is nothing but favorites bars. Why are we ok with this, I'm glad this trend ended.
"how will I know the weather"
haha
Already guessed something like this happened. All automated solutions were outsourced to another page without even linking to that page though ...
That was actually me -- and I did link to that page after I moved them out
might as well give up on the gifs they dont work
I know I was as shocked as you and pikachu
No link to be found until now. Not believing in a good change that it is. But you do you man. Just sad that it got harded for people to find LGSM and having an easy time.
In my world you click on them, making them still usefull.
I agree that it was unfortunate that the Automated Solutions page was ultimately deleted -- that was not my choice. But that was a decision made by the administrator/owner of the wiki after an edit war with the someone else and author of the paid-service section who it turned out was also the benefactor of its sales
that the Automated Solutions page was ultimately deleted
Wait, what??!
Any chance to get LGSM back into the article as an unpaid, free and open source solution?
Is anyone having issues with version mismatch using steamcmd server + epic games? I've tried using the launch line on the wiki page to update the server but keep getting error when trying to connect from the game:
Ye, update your server client
It's not outside the realm of possiblity but for now the decree was to not "promote" third-party software other than SteamCMD and (because it wasn't on that page and they probably didn't notice it was mentioned elsewhere) Docker
lol someone get ur multihome paste ready for when he updates
looks like the server is out of date
😛
copy pasta
Yeah that's what I'm assuming but I'm not sure how I can update it other than the command line on the wiki page
(which just seems to reinstall the same version every time)
Welcome to server updates maintained by SteamCMD :>
/home/steam/steam/steamcmd.sh +login anonymous +force_install_dir $InstallationDir +app_update 1690800 validate +quit
thats my update line
this is the version I am getting from SteamCMD:
make sure you have validate
Let me check what I got (using Windows)
^that, just use the validate command in steamCMD and it will update to the latest
steamcmd +login anonymous +force_install_dir C:\steamcmd\steamapps\common\SatisfactoryDedicatedServer\SatisfactoryDedicatedServer +app_update 1690800 validate +quit
Hmm ... maybe you want to bring into the discussion that there are either a script for Linux and Windows. Seems to be a fork by some sort, but not familiar with that PowerShell script.
Literally just copied from wiki with updated directory
this is unfamiliar territory for me
dunno anyone here running windows for server
I don't know if you solved your problem, but I had to delete the directory and rerun the command to make it update to the newest version.
I'll try that, got nothing to lose :p
^ if you do that your savefile is safe
It's just ./sfserver update for me :b
it's in another directory
At least on Linux, the save file is in another directory.
Its in .config
I didn't lose my save when I did it.
If I just change the directory that should do the trick yeah?
it ought, yes
Yeah, just try installing to a new directory.
It's running now hold music
hmm, is that Canon in D or Girl from Ipanema?
v.90 or K56?
tbh I never had a 56k modem
I used to be able to tell the speed and protocol by the sounds of the handshake
ours was shitty and slow 19.2k
"aw crap this is only going to be 48k, redial"
rocked 19.2k right up till my parents got cable
hah
0.0012Mbit/sec
yeah I am not that old
I remember 14.4k modem on our Amiga 500
getting a 14.4 modem was great. "wow only half an hour to download a floppy disk image rather than 90 minutes!"
lol
then BBSs started using ZMODEM rather than XMODEM and you could -- get this -- resume partial downloads
:swoon:
I hopped online a bit after that
1995 my parents bought a brand new PC running the latest windows operating system with 500hours free AOL
compaq presario
Encarta 95 changed the world
I remember when AOL started advertising "1,000 Hours free*"
*: in the first month
...there are not that many hours in a month
you need to learn to be a time traveler to use them
aol was like a drug dealer handing out samples
AOL's one redeeming quality is that for a long time I never had to buy a floppy disk
then they started using CDs and they lost even that
yup they decorated my rooms and places
great for BB target practice though
heh
Hrm, is there a file that the password is saved to?
bleh. In the haste to get everything setup I may have forgotten exactly what I put. Rookie mistake
the good news is I think if you nuke the install you can set a new server back up and import the save if you remember the Session Name the save used
This worked
Also the map and everything is still good
ya just get it working and save . then put ur sve in folder and load session
awesome
So yeah - Windows, reinstall to new directory and you're good to go, I assume deleting old and reinstalling same works too
I reckon so, yeah
Thanks btw, appreciate it
glad to help!
so how many guys you already helped with multihome ? 😄
Was driving me nuts I must have tried updating (downloading the whole game again) about 8 times now
i have a bone to pick with you ! 😄 because of your wiki edit i had to search 1 minute for the systemctl restart command i forgot ! 😄
my apologies.
yeah
but the service section was getting pretty long
what i heard is just a little work to find the answer .. no biggie
yeah no its totally fine, what we should maybe put tho is a link to the page
Might be worth updating the common errors section for Windows users that are having server update issues
Seeing that's literally our only resource atm lol
did you actually get it to update or did you have to nuke it
like this link?
I had to reinstall to a fresh directory
ouch
where the hell is that ? 😄
okay so i am just blind 😄 sorry 😉
i mean its not that i did not knew how to do it, i just always forget linux commands, if you not using it that often you jsut forget
i do like the most wiki changes tho 🙂 good work
yeah I'm still getting used to using systemctl rather than scripts in /etc/init.d/
thanks 😄
yeah i think i used init.d when i did counterstrike servers back in the day xD
i am not sure tho^^ was so long ago
It's been rough
If it was that long ago then yes most likely
Init.d has been around forever
Even systemd has backwards compatibility with it
Because it's been so widely used
I think I more or less ignored systemd entirely and leaned on its init.d compatibility layer until the init.d directory contents started disappearing on me as I upgraded
i cant wait for kick and such cmds hehe
make a bridge of death gatekeeper
so there are 3 things i would love on dedicated servers:
- Custom Respawn locations (Beds or something)
- Permission System (Dismantle permission, research permission etc.)
- Lockable Storage
lol friend gets question of day wrong it boots them
Man, y'all playing with some sketchy people
Haha
Lockable storage
Hey don't touch my shit should be enough
well i am thinking more of public server
And now you can put that on a sign
i also would like multiple hubs
at the moment everybody is thinking about teamplay
but i rather have multiple teams
Ah well yeah public servers are going to be the wild west without some kinda moderation
maybe in modes they will be nice
if it is coming it will be a long way off i know that
especially since the systems would need a bit of rewriting
I am nearly certain that there are no plans to introduce any sort of intentional PVP into the game, so I would be very surprised for there to be "teams"
yeah pvp =! playing on different areas tho
the problem when building in a different area and have your own production, there is only 1 hub.. so you have to go back there sooner or later
true, but the resources on the map are finite the terrain is absolutely not balanced for resource-competition
Maybe they can make another game where you are the ones in space receiving all the shit coming off the planet and handing out various unlocks for goods delivered LMAO 🤣
Icarus: First Cohort might like a word
but have separate hub would be nice
yeah that will be lots of work tho, because it would mean splitting the research
ya i know its a big hope
i mean maybe in the beginning they could be linked and it would only mean seperate spawn
it's pretty clear that multiplayer is intended to be cooperative rather than competitive
im happy with just getting to 1.0 so can play from start to finish thru building
even so, since end game resources are far enough away, you usually have an outpost for fuel or for uranium anyway, so having a spawn point / hub there would be frikkin life saver 😄
I just want sloops and SAM and Mercers to have a Point. (:
mercers have a point !
you have to harvest them !
we are moving that way nicely so im patient
HARVEST !!!!
yup
cya later guys, got to get ready 🙂
l8r pleasure
happy readygetting!
Sick.
Is it possible to save outside the server? I may need to make a new one because of password issues, but neither me or my buddy in game can save
Are we just SOL at this point?
are you able to connect as a client to the server? or your friend?
you lost root password ???
okay. If you're in the game, anytime anyone leaves the server it saves
Oh, awesome
so have everyone leave, and then shut the server down gracefully (exit inthe server manager console)
Rookie mistake. I was in such a rush to get the server working I didnt do my due diligence
and then you can set up a new server with a password you can remember (:
Thanks much
if you have user password issues, you can easily change them with root, if you lost root password you really should set it up again, i mean at some point you will have to change stuff
we're talking SF server password, not system user password, Pleasure (:
ah okay 😄
lol
So this is going to be sad, I cant access that console because I dont have the password
I might just have to force kill the app
should not be a problem autosave is regularly and if someone leaves it saves
so just kill it 😄
linux server?
why people so crazy and using windows servers
ofc users choice.. but come on ! 😄
move ur saves and configs and toss the server folder and reinstall it
basically that, yeah
cant server password be changed via config ?
i thought it was in an ini
or is it encrypted ? I honestly did not do a server pw because its useless anyway because there is no server browser
it's encrypted
yeah well then shit out of luck 😄 @edgy crag i would honestly go without a password for server, only admin password
Ill be better this time around
😄
just tell us and we will give it to u if u need it lol
allright, now i am off.. going outside in the cold ! 🥶 not that bad but still^^ i hate the cold
Found a bug, idk if this is a dedi bug or an experimental patch bug, but I'm placing conveyors, they do not appear, but I can still hop on them and slide around. I reboot the server, they reappear. Feels like a problem between the client and server.
I'm pretty sure I've heard folks talking about that before, invisible belts.
yeah, and they seem to work, they're just invisible
also not sure if it's a DS issue or not but I'm pretty sure there are entries on the QA site for them
how can i update my server files after the most recent patch?
use the same SteamCMD command you used to install, to update
thank you
Thanks for the support. Starting a new server fixed everything
glad to hear it!
Hmm anyone else getting signal 11 when trying to update from steamCMD?
from SteamCMD when uptating or when launching the server after the update?
updating
I have not heard of SteamCMD throwing Sig11 during an update before, no.
that's new.
is the server running when you're trying to update it?
no. I've got it on a docker container and restarting shuts the whole thing down, and on restart runs the update command before starting the server.
that sounds solid. Hmm.
lemme grab the latest logs
ah yep. Post-Update Note [2021-11-03]
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.
ah, that's why I was asking if it was the server itself or steamcmd throwing the error
if it is the server crash that note is about, then indeed adding the -multihome switch to the server startup command line should get you back up and running
The logs are long (and repeating, and getting them to show up properly from a running container is a pain, but it seems its failing at binding an address
yep, that's the crash that update is talking about
So far the only issue ive had is conveyors being invisible and not deleting properlly. But that could just be an EA5 issue
after just patching my dedicated server to match game version now when I try to look at server manager in main menu it says I need to be authenticated even though I am connecting locally
I had to remove and re-add my Server in the Server Manager but now i can't authenticate as Admin to change some Config changes.
Is there a way to reset that password? Or make those changes in the ini file?
the password is not stored in plaintext; it's encrypted.
tried this and still says I need to authenticate with a password...
you should have been told to choose an Admin password when you first set up the server, that's the password it's asking for.
i used that but it doesn't authenticate me. tbh nothing happens if i enter the password
huh.
I entered mine just now and it worked make sure you're entering it exactly
pretty sure it's a quite simple password
well i guess i'll just create a new server, make the changes i want and copy the ini to my existing server
is there crossplay with servers (epic - steam)
yes
yes
(but servers don't talk to servers. but yes, epic game-owners can play on Steam servers)
(and once Epic servers exist, Steam players can play on them)
does a dedi server need a good CPU? or is ram the most important part?
if, uh, a server is offline it can't be connected to, no
the requirements are outlined on the Wiki; check the pins
yeah it mentions a recent cpu, but what constitutes as "recent"?
I believe it needs to support SSE4..a?
alright, ty
certainly
Could not bind address '0.0.0.0:15777'. Server cannot continue initialization. ?
how to use -multihome in a docker container?
That I can't help with sorry!
after updating server today most if not all my conveyor belts are rendering very weirdly. Like conveyor lifts have items float down many stories above where they are and some items are permenantly in place on certain belts
@unreal steppe that did it 🙂
factorygame.sh or whatever ... add the -multihome=192.168.#.#
trainstation are still bugged, sometimes not all plattforms get power
better to be general an accept any? aka 0.0.0.0
u can do what u like
woah, did they finally fix the sign disappearing bug?
What, why is my server suddenly offline after last night's patch?
auto-update?
Yeah
Tried starting it manually
[2021.11.04-08.44.13:811][ 0]LogExit: Executing StaticShutdownAfterError
Engine crash handling finished; re-raising signal 11 for the default handler. Good bye.
Segmentation fault (core dumped)
All right so scrolling a bit up it says:
Could not bind address '0.0.0.0:15777'. Server cannot continue initialization.
Signal 11 caught.
Wth CSS
Ok, so other people have had the same thing this morning apparently. I'll try the -multihome thing, but still, wth.
I get this is not supposed to be production ready or even close to that, but could you maybe not kill my server with the updates pls :)
Lol that goodbye.
welcome to exp
The Segfault is something in the code.
But that cannot bind means the port is in use.
Nothing else has been using it except the server :)
Perhaps the old process still runs in the background?
What does the multihome parameter mean?
for Docker Containers: # Multihome binding (bind to specific IP address)
NOTE: Can be changed if hosting multiple instances on the same server
SATISFACTORY_MULTIHOME="0.0.0.0"
wiki page has the info on dedi switches
@frosty gale asked a programming buddy, segfaults are often in the code.
I'll try the multihome, but why is it required now and wasn't yesterday? :)
So its probably a bug
They added ipv6 support in yesterdays update
Ah
Perhaps creating a bug report with the core helps.
And apparently it requires the multihome now when using ipv4
with multihome you can run more instances on one server
im sure they know all about it by now lol
Oof nice, so i can play 1 modded and 1 vanilla when mods are supported in update 5 👀
if you have that much time, yes 🙂
I am wondering, what is the benefit of dedicated server opposed to a Multiplayer if you just play with 2 peopel?
Dedi server can be up 24/7 easier.
It also allows the second person to play without the host being around
And the host does not need to be online as well. Has buntch of upsides.
and neither is hosting the workload of the server if u dont put on local
If you have been perfectly happy with your multiplayer setup, no need to worry though
so game runs better
does the world timer stop if no one is online?
that can be configured
So it should be factorygame.sh -multihome=0.0.0.0 or whatever the server ip is?
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"
I'm just running the server on my ubuntu, nothing fancy.
So it should be in the start_server.sh after it calls factorygame.sh?
linuxGSM is a gameserver management script that runs on all Linux OS, makes installing, managing and updating the gameserver nothing fancy.
Ok.
But I'm still not running it right now. Might look into it in the future.
Ok, well it works.
Weird stutter ingame now
Sleep is for the weak 😅😂
Definitely are still broken
Seems Broken
yes only for put down and go away before detonate
yh I get kinda the same on mine I can throw them if I jump but they dont destroy anything for me
They indeed have no effects right now other than being invisible and hurting creatures and players nearby
they do not affect the environment or "destructibles"
Unfortunate, i wanted to clear some annoying foliage nearby
My server is constantly crashing now. Did anything change in the launch?
Thanks a lot
If that doesn't work, look up your server's external IP and use that instead of 0.0.0.0
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=${port} -log -unattended"
was the latest update supposed to delete the save on the dedicated server?
Hi there...
udp6 0 0 :::15777 :::* 26105/UE4Server-Lin
udp6 0 0 :::3333 :::* 26105/UE4Server-Lin
udp6 0 0 :::5555 :::* 26105/UE4Server-Lin
Add -multihome=:: and it will work.
No and I haven't experienced it deleting the save
trying to find the save folder, and it doesn't seem to exist
Which OS?
running on unraid in a docker
Did you volume mount the .config folder?
Default save location is ~/.config/Epic/FactoryGame/Saves/server/
there we go, was looking in the wrong folder
I was doing the same thing hence me knowing off by heart lol
for some reason i cannot run the dedicated server software it keeps crashing
at launch that ids
i did
Latest update added -multihome option which is currently required
if your using linuxGSM you can just edit ~/lgsm/config-lgsm/sfserver/sfserver.cfg adding .. ## Server Parameters startparameters="FactoryGame -ServerQueryPort=${queryport} -BeaconPort=${beaconport} -multihome=0.0.0.0 -Port=${port} -log -unattended"
Or -multihome=:: which will bind to IPv6 and IPv4, which 0.0.0.0 will not.
If your running naked you can just
FactoryServer.sh -multihome=::
im running gui and it hasnt even generated config files yet
You're launching it from Steam?
Are other people get this warning: Warning: Steam Dedicated Server API failed to initialize.
?
Yes, it's fine.