#dedicated-servers
1 messages Β· Page 190 of 1
I started the game not as service and then when ran as service it was a "fresh game" and we were already hours in so fought and fought and finally must ran as normal until I finally found the file location and now it's running as service
AH that's why no account hehe I'll do that thanx
sure thing! And thanks for contributing to the Wiki!
well i cant get it to find my save file
i tried to put the name in and it just errored out
when you say 'errored out', what precisely was the error message and where was it presented?
And did add the session name and not the file name
my session had an ' in it and the file didn't lol so just saying that's a bit of an annoyance too π
Try just Traxson
here are the most recent saves for the sessions on my server:
ghoti@dope:~/.config/Epic/FactoryGame/Saved/SaveGames/server$ ls -1 *0*
'Experimental Satisfaction_autosave_0.sav'
'Satisfying Experiments_autosave_0.sav'
The Session Names for those saves are Experimental Satisfaction and Satisfying Experiments respectively.
again the file can be name Monkeysflyingkites.sav but the session name could still be "hello"
the Session Name and the filename of the save file do not match one-to-one
it disconected me and gave me this error
That is expected (and I will add a note to that effect on the Wiki): To load a save, the game session needs to be killed in order to load the new save, and when it does that, it kicks you out. If you reconnect, you should see the server running the savefile you have selected.
$ strings Let\'s\ Rock_autosave_2.sav | grep sessionName
?sessionName=Let's Rock?startloc=Rocky Desert?Visibility=SV_Private
$ strings test_updated.sav | grep sessionName
?sessionName=Let's Rock?startloc=Rocky Desert?Visibility=SV_Private
So, for some reason it's pulling the autosave instead of the updated one
π€
i got back in and it just asked me to create a game
I just backed up the auto save and overwrote the file with the new one and it worked for me
@umbral tree When connected and with the correct Session Name showing in the Server Manager, go to Load Game in the main menu, and it should show you any relevant save files to the active Session in the proper location on the server to load.
Wait, what the heck. why is the new one not more recent. :thonk:
Just checked the updated times
Time to figure this out
OK no edit button I give up I'm probably the only windows server user in the world that games anyway most just use some version of linux cause it's free
session name was part of save name unless u rename the save
it was the first part of the save name
just open in save editor to change it .. or save editor/game to check session name
so the server has 16 gigs of ram. its using 7 gigs right now. do u think its still a problem?
im using amp as the server manager. running on ubuntu
im curious on why runtime would matter? like leaving the server on when were not on....we are restarting it more than daily btw
we restart more than that due to crashes while were on
im talking about actual runtime. asking if jaguar was stating that overall runtime....like the amount of hours into the game. has any effect
u asked why runtime matters .. thats all i answered .. have fun with the rest
u misunderstood what i asked.
im curious on why runtime would matter?
im not talking about runtime of the server. runtime of the map itself
i dont think it would
he seemed to think so
i didnt read a whole story first i just answered a question
he may have misunderstood too what we meant by restarting the server vs actual play time. he just said that he opts to pause the server when no one is on. as opposed to leaving it running.
so i was trying to confirm whether he meant server playtime. or actual server runtime.
why even be in here
im letting u know so u wouldnt keep telling me stuff
not talking to just u.
then go on with life lol.. i just said didnt read it have a good one to end and laeve this
What do servers cost?
Hey, only thing I've seen from leaving it running and not pausing is, if you were in the middle of something that is draining battery or something when you log off you'll find yourself out of power when you come back other than that usually you have full bins when you come back and lots of coupons if you don't pause π
or if you are early game running on bio fuel you'll find power out and everything stopped when you come back
Yeah we experience d that first hand π€£
its just starting to lag alot
Power went out while we were offline...it wasn't great
Yeah we leave it running makes it easy to spot issues because when I come back in the morning if something stopped it means I had a Not sinking issue hehe
yeah I have it save on exit too
lol @grizzled bear, yeah we found out with nuke power in a previous game before dedicated I would leaver my game up so my friend could play when I was sleeping and I came back to dead power from my nukes we cut a belt and didn't realize it when mass deconstructing things in the area lol
and instead of getting on it right away it ran all night and drained all the reserve
@grizzled bear and i keep accidentally fucking up the train network and blocking the compacted coal π
lol
I've really enjoyed the new train settings
same...omfg..its amazing
I have multi 2 car trains that just run around grabbing and dropping the 1 or 2 items needed to make the bigger stuff lol
also i havent played since update 2...so....
so everything is new to me these days,
yup. i had that downloaded version that had the buggy trains
the setting the drop is great though I can pull into a station and drop only 1 car and keep the other one for another location π
yeah I have a big loop now with 4 trains and building up from there and each stop is a different item being made
yeah built mine to only allow one, no chance of train "face off" lol
signals my man
sorry we prob should be talking about this ina different chan
heh yeah π
u can easily add the second line there. but that looks good
especially on the straights
the other ones are alil harder lol
but looking good man
u really only need 2 lines when u expand more
Hey, is it possible to change the auto save interval?
I cant find anything about it in the wiki
not yet far as i know
there is work on things like that and plans for stuff like that so just matter of time now
I cant find my save file at all its not showing up and theres no folder?
on windows its in localappdata so its hidden file .. turn on show hidden
or search for *.sav
|gente, este es un mensaje para los miembros que hablan espaΓ±ol, estamos creando una comunidad, no oficial, en espaΓ±ol, los invitamos a unirse y demostrar que la comunidad hispano hablante de satisfactory es mas grande de lo que parece, si quieren formar parte, solo mandame un mensaje diciendo que quieres unirte y te enviaremos la invitaciΓ³n
YEES THANK YOU WUV YOU
< 3 :3
can you help me my satisfactory dedicated server always gives an error
what error
those say warning
always writes this
ee it always stays like this, when I enter the game, the server does not write
no server partition
if u dont see in server manager then ports arent right
not partition
in the game there is server manager
where you put ip for server to add to list
I do not have
experimental game
how do i enter it i go directly from steam
There is not
language Turkish
I haven't received any updates yet.
cause your on the wrong version
steam library .. properties of game .. betas ... experimental
This update appears in Turkey, but the update feature did not come.
you have to change version of game to right one
is there a video of this?
steam library .. properties of game .. betas ... experimental
aa ok but it says it will load to 3gb but it took 13gb from the computer
probably redownloaded the whole game cause steam sucks
bruh
watch it do it
should i delete the game then?
doesnt matter
no
just let it download
if you revert to the mainline release you don't want to wait to have it download again
steam has issues with patching
just let Steam do its thing
@devout sentinel make sure you back up your saves when going for experimental!
arghs
[2021.11.07-07.37.42:480][ 22]LogOnline: Warning: OSS: EOSSDK-LogHttp: 0x7ff52550e020: libcurl info message cache 2 (Connection #682 is still name resolving, can't reuse)
[2021.11.07-07.37.42:480][ 22]LogOnline: Warning: OSS: EOSSDK-LogHttp: 0x7ff52550e020: libcurl info message cache 3 (Connection #683 is still name resolving, can't reuse)
[2021.11.07-07.37.42:480][ 22]LogOnline: Warning: OSS: EOSSDK-LogHttp: 0x7ff52550e020: libcurl info message cache 4 (Connection #684 is still name resolving, can't reuse)
[2021.11.07-07.37.42:480][ 22]LogOnline: Warning: OSS: EOSSDK-LogHttp: 0x7ff52550e020: libcurl info message cache 5 (No more connections allowed to host api.epicgames.dev: 16)
[2021.11.07-07.37.42:481][ 22]LogOnline: Warning: OSS: EOSSDK-LogHttp: 0x7ff52550e020: libcurl info message cache 6 (No connections available.)
[2021.11.07-07.37.42:481][ 22]LogOnline: Warning: OSS: EOSSDK-LogHttp: Retry exhausted on h t t p s : / / api . epicgames . dev/datarouter/api/v1/public/data/clients?AppID=prod-crab&AppVersion=1.13.0-16697186&AppEnvironment=crab&UploadType=eteventstream&SessionID=********B
[2021.11.07-07.37.42:481][ 22]LogOnline: Warning: OSS: EOSSDK-LogEOS: Failed to connect to the backend. ServiceName=[Metrics], OperationName=[SendBackendEvent], Url=[<Redacted>]
Anyone else has log spammed with Epic API Errors?
just restarted the servers with those messages lets see if they still occure
looks like a DNS problem the servers had but so long/often...
Not at all, sounds normal
gotcha
how about runtime. did u mean pause/nonpausing
or did u mean server runtime. im assuming server runtime
restart fixed the problem as it seems
should restart it once a day right now
the plan was to wait till we have options to save/stop the server outside of the game so its not needed to "kill" the servers
but maybe i should do a autmatic daily restart
it needs it for now
[2021.11.07-07.50.55:565][905]LogGame: World Serialization (save): 0.306 seconds
[2021.11.07-07.50.56:041][905]LogGame: Compression: 0.475 seconds
[2021.11.07-07.50.56:041][905]LogGame: Write To Disk: 0.001 seconds
[2021.11.07-07.50.56:041][905]LogGame: Write Backup to Disk and Cleanup time: 0.001 seconds
[2021.11.07-07.50.56:046][905]LogGame: Total Save Time took 0.787 seconds
Those save times of the Servers are amazin, no matter how big the savegame is
they need to add something to recycle when its empty
To anyone experiencing this issue, it is caused when someone has the connection port saved in the server list instead of the query (default) port
The spamming issue that is ^
Is there a way to manually restart a dedicated server remotely. Windows. Steam. I start the server by double clicking on the dedicated server in steam and launching.
Should I setup a better method of launching the server so I can restart the server manually remotely? Sorry if this has been asked multiple times before.
check the wiki
I did. It said I could not
yes you can
well define "remote"... u could use RDP or another remote tool
Can you link me to the wiki section I should read?
its still a server .. worst case install from steamcmd and set it up with restart
https://satisfactory.fandom.com/wiki/Dedicated_servers#Console_commands
I read the page from top to bottom. Currently, I figured out how to send it the quit command via the console. But that shuts it off entirely.
Then I need to walk to the computer the dedicated server is on and restarted the dedicated server via steam
Sorry, I am not very familiar with running dedicated servers
use remote desktop
Or just switch to a Linux server and use ssh and the command line. So much nicer for server management.
(Or some of these fancy new tools people are waving around these days. Psfh.)
Sounds like setting up a remote desktop will be the easiest for me.
Currently, I just had a spare extra windows PC around and threw it on that with virtually no effort
i would install from steamcmd then its easy cause its standalone
yeah RDP will be super easy
you could use open source app to monitor the exe and start it if stops. so u can use console in server mananger to save/quit and it can run install/update cmd and start it for u
Thanks for the help. Sounds like the RDP will be the quick "something that will work in 5 minutes" solution but I should look into better ways to run the server.
well we are all waiting for more stuff to be added so we can make tools so lets hope
I was reading previous discussions on the topic in this channel. Any general workaround or cause for the invisible, but functional belts?
I rebooted both my client pc and my server and it re-appeared within 2 minutes.
I understand things are a work in progress and am very happy with how things are going. Was just curious if there was a quick thing I should know
havent heard one but best place to check is the bug site
what to do when my game hangs at "Respawn_Sequence.bat"? restarting the server doesnt help π¦
reboot or verify files
setting up trains on my server and every time i put a train to auto drive the server kicks me??
lol thats a new one
i would save and restart server and try again
maybe it just got confused
done that and still does it
just in case someone needs it π its possible to run a dedicated server using linux steamcmd on a rooted samsung galaxy tablet π
lets see what happens with a big savegame π
check the bug site see if anyone else has train that kicks from server
didnt helped π¦
is there a way to reset player position?
i heard today someone ran wow on a pi4 im guessing 4
no, it needs X86 cpu
scim?
online map and tools/save editor
u just need a special baked kernel π
how bad is the performance?
with a empty savegame it works quite good with 3 peeps running around, we gonna test 2-3 different sized savegames now π
interesting, I know someone was trying to get it to work on some ARM cloud service and it was crashing on startup
because the emulation couldnt do the more advanced X86 features
took me a while to find the fitting kernel and modules compatibility to emulate the x86
baking kernels can take some time ^^
yeah, I used to run gentoo for a few years on some really slow computers
wow got 20fps lol on pi ... so dedi server doesnt sound so crazy lol
it is useless but fun to try π
are you running it on the pi? if so which ?
not yet.. pi4 8gb
was debating on trying to see how it would run on mine
or if* it can
in emulation
you tried running the server on a Pi? π
i just get bored i dont expect it to hold up for a play through
when we get more options like save,stop,restart or get status informations im gonna work on an alexa skill π
but it means i could take laptop and pi to hospital for a stay if i had to
i was in hospital in september and half of october with 2 laptops... π one for work and one for gaming and a tablet to watch movies... the looks of some people π
hehe ya i had power bar and 4tb drive on the side table lol
usb hub and wireless kb set with lappy hooked to the tv they have
Dedicated server restarted itself last night, resetting all of the progress to the original savepoint where i uploaded the save to the server in the first place
None of the "autosaves" seems to have been written over, since when i try to switch out the save, it still hops back to the original save, even after removing the original one and keeping the autosaves
Anyone experienced this?
hmm no but it sounds like permissions issues
like the server cant write to the location its supposed to save to
might want to double check the file and folder permissions vs the user the server is running as
just a thought
and double check the session name
Well, that'll be interesting to figure out @alpine dawn
Renting a server, so I will probably not be able to change permissions on the folder. However, in the folder, all of the saves have been modified at some point
So, any ideas on good ways to share server saves with players so they can use it with SCIM? I thought of running a lightweight http server and exposing the save directory, but I kinda don't want to have a netfacing web server in my home network.
@frosty gale Took the latest "autosave" and hooked it up to SaveEditor, so it should load from the correct save.
i created a nginx instance using symlinks especially to the save files @frosty gale and use the url in SCIM to directly open them
another way when using the homedir as docroot, you allow only .sav files to be opened π
is there a force save command i can use for the server?
To check if this won't happen again?
yep
wiki page for dedicated servers has all the cmds
Thanks
as youre talking about autosaves, is there any way to prolong the interval ? I tried the entry in engine.ini:
[/Script/FactoryGame.FGSaveSession]
mAutosaveInterval=900
but it doesnt work
you can change the autosave interval using a console command FG.AutoSaveInterval X X = value in seconds
nice thank you
dedis we are waiting for more options to be added
soryy forgot it, does this work on dedi server ?
no
they were fixing and adding most needed things first
hopefully will be soon though
thats one of the things i need most π cause we get teleported every 5 minutes
Early Experimental Internal Alpha is the version π but for that, already very smooth
teleported? hm never had this problem
during the save, server is busy for some seconds. Every action you did in that time is revoked. Like running, building smth. etc.
some seconds? then you r using a slow drive maybe? saving should not take more than 1 second
maybe 2
its an SSD on the server, but our save is now about 8 MB. At the beginning, we didnt had such issues
or maybe not enough cpu power cos the savegames get comprimised
the first time i went >2secs for autosaving was with a 13,7MB save π
6 cores @2GHz
but it depends also on some factors like how many players, automated vehicles etc are used... at least it feels so
my save is 30 MB, but writing to NVME is no problem. 0.755 sec is takes :)
the single core speed counts, no matter how many cores π
so 2ghz is not that fast
check your log and see if the saving or comprising takes longer
will do
it dosn't depend on tact alone. The IPC is much more important.
+[2021.11.07-11.35.15:001][344]LogGame: World Serialization (save): 0.300 seconds
-[2021.11.07-11.35.15:475][344]LogGame: Compression: 0.472 seconds
+[2021.11.07-11.35.15:475][344]LogGame: Write To Disk: 0.001 seconds
+[2021.11.07-11.35.15:475][344]LogGame: Write Backup to Disk and Cleanup time: 0.001 seconds
+[2021.11.07-11.35.15:481][344]LogGame: Total Save Time took 0.779 seconds
IPC tells you what is done during one cycle, so if you multiply IPC * core frequency you get what is actually done in a secoundπ€£
Hello lovely people! Could I bother someone with some assistance regarding IP setup? I managed to set everything up for a working local IP server and am wondering how to set it up with my public IP now
port forward on router
did that
is dis good enough for a dedic satis server? xD
need to switch the crashed ram... still just 188 instead of 256GB
just my wife and I we are currently halfway through Tier 6
factory is getting pretty large
but not huge
https://satisfactory.fandom.com/wiki/Dedicated_servers#Configuration_Issues
we have a trouble shooting section in the wiki, did you follow that?
https://satisfactory.fandom.com/wiki/Dedicated_servers#Port_forwarding_and_Firewall_Settings
Make sure you followed that Guide too. π
@frosty gale
server log:
World Serialization (save): 8.298 seconds
[Compression: 2.949 seconds
Write To Disk: 0.005 seconds
Write Backup to Disk and Cleanup time: 0.021 seconds
Total Save Time took 11.330 seconds
its CPU bottle neck π
oof ok, thats quite a long serialization
ye core speed as i guessed hehe
my dedic with the 64 cores is running 2 of these: model name : AMD EPYC 7502P 32-Core Processor
"just" 3.35GHz core speed not that much more
but cache and mem-bw is also quite important
yeah, epyc cpu. For me its XeonE5
v1 v2 or v3? π
@ripe arrow which one and what drives are in it
i guess a 2620 or 2630
i got many Xeon CPUs but since i started working with the EPYC ones π i bought no newer Xeon π
uhm... π a hoster?... with a cpu that old?
2650 should handle that fine lol
many hoster offer newer xeon/epyc core for a small upgrade price.
is it a shared hosting / virtual server?
yep, its vps
well then maybe too many other customers usinf the cpu
Yea, other customers using the SSD is my bet on that
overbooking π
the cpu is as old as my son xD so....
so he went to school this year ?
is that possible? π mostly you just get some space on a SAN π
The v1s are still very good ngl, we use v1/v2 for our web hosting and stuff lol
most vps providers don't invest in SAN lol
probs running on raid 1, if you've got a good provider perhaps raid 10
a hoster using this cpu still today wouldn't create a SSD RAID10 for his customers π
We use 2690v2s for VPS, raid 10, they run really well but it is a 90 not a 50 lol
as you seen, the drive is fine, its CPU. Evben that i have 6cores of 10 reserved for me
most times the "reserved cores" are just marketing BS
yep, think so
dosn't matter if the other core are filling the CPU que π
yea reserved cores aint a thing, and they don't go by cores they would go by threads
maybe you can recommend a hoster 10-15 β¬ p.month ?
just use smth like "google for game server provider from karlsruhe" or so
quite easy to handle
google "host for satisfactory"
no advertising in here.
i'm a bit surprised the 2650 cant handle it
it could handle it if no other processes would use the cpu
will not disresoect the rules, if you have a suggestion, pls. PM me
CPU seems to weak to be running VPS services lol
why all my train stations location on the map except which I'm checking are wrong or hidden.
have that issue too
is there a batch file setup that updates satisfactory before starting the server? I have it as the standard separate files and would like to automate the sequence
nope wiki page has cmds u use
u can put into something to run the install or whatever it says and then start the server
just something simple like this...
#!/bin/bash
echo "Starting Satisfactory Dedicated Server Update..."
runuser -u satisds -- steamcmd +login anonymous +force_install_dir /opt/satisds +app_update 1690800 +quit
echo "Startting Satisfactory Dedicated Server 'DEFAULT' in Screen Session..."
runuser -u satisds -- screen -dmS satisds bash -c "/opt/satisds/FactoryServer.sh -log -unattended -multihome=::"
echo "Server started."
dont need the multihome anymore for that bug π
ye i didn't remove it π
hm in a WSL Container the server also runs quite smooth
so been dealing with this weird one. In the explorer after awhile I lose connection to the host but the host is my local machine. [2021.11.07-13.24.38:429][975]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp. [2021.11.07-13.24.38:429][975]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:63442, Name: IpConnection_2147465969, Driver: GameNetDriver EOSNetDriver_2147482350, IsServer: YES, PC: BP_PlayerController_C_2147465962, Owner: BP_PlayerController_C_2147465962, UniqueId: STEAM:(STEAM)UNKNOWN [0x21B73BFBEC0] [2021.11.07-13.24.38:430][975]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:63442, Name: IpConnection_2147465969, Driver: GameNetDriver EOSNetDriver_2147482350, IsServer: YES, PC: BP_PlayerController_C_2147465962, Owner: BP_PlayerController_C_2147465962, UniqueId: STEAM:(STEAM)UNKNOWN [0x21B73BFBEC0], Channels: 584, Time: 2021.11.07-13.24.38 [2021.11.07-13.24.38:430][975]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: [::ffff:127.0.0.1]:63442, Name: IpConnection_2147465969, Driver: GameNetDriver EOSNetDriver_2147482350, IsServer: YES, PC: BP_PlayerController_C_2147465962, Owner: BP_PlayerController_C_2147465962, UniqueId: STEAM:(STEAM)UNKNOWN [0x21B73BFBEC0] [2021.11.07-13.24.38:462][976]LogOnlineSession: Warning: OSS: EOS-OSS: No game present to leave for session (GameSession)
restart server
The server has been restarted multiple times but this only happens after awhile it seems like when UChannel::CleanUp is ran it closes the localhost connection
check the bug site
@frosty gale
Hallelujah !!
Appearently the command
FG.AutoSaveInterval X
works also on the dedi server !
At least for the session, will try to restart the server and check if autosave will stay at the new interval.
cool... might have to ini it like u would before this
and remember for updates
just incase
ok, can confirm its a server setting.
But instead of the engine.ini its now set in the GameUserSettings.ini
The string is:
mFloatValues=(("FG.AutosaveInterval", 1800.000000))
where 1800.000000 is for me (30 minutes)
@frosty gale
maybe you know the console command to display the autosave timer ?
or at least someone else π
yeah, i used it. Just wanted to confirm it works also on dedi
thats how it looks when set by console
ah sorry, i meant the notification function
Perhaps itβs a noob question by here goes, do I need a mod for Admin commands been an administrator of a dedicated server?
yeah tried this
but it doesnt pop up ingame
you just need the admin rights
if you connect to the server, use the admin passwd
Yes itβs my server, what I meant also where could I find admin commands?
I cannot find any online
A list I mean
No real documentation yet
Thanks
Ok so does the β!giveitemβ work or is it just βgiveβ
dunno if the cheats work, as the AutosaveNotification seems also not to work
So we've been experimenting with dedicated servers. I don't know who deserves this praise, but the bandwidth optimizations are really well done!
For scale, I have gigabit internet.
The Spikes were caused by reconnects due to graphical artifacts.
most time i want to enter a train my client crashes, my char is gone (loosing imventory and spawn at Hub) and i cant reenter the train again. dont want to restart my dedicated server everytime this happens π¦ any solutions?
Is Is there a way to set this as an environment variable or anything?
Is there a tool that will grab the latest game save and display the map. Looking for a live map view that doesnt have to be dropped in manually.
they devs know about it and will patch that out before the release of Update 5
might be something asked on the Mods discord, not related to anything CSS has done so far.
you could try to set this in game.ini file and see if it works.
How come the game needs so many distinct UDP ports? It should be able to make do with one. Plus two extra bits.
β¦I keep itching to go edit code. >_>;
I wouldn't recommend to change any code, copy right and stuff. The Server need this ports by design, if you have questions or suggestions: https://questions.satisfactorygame.com/
For everything else I would consult the wiki to the ports: https://satisfactory.fandom.com/wiki/Dedicated_servers#Port_forwarding_and_Firewall_Settings
Copyright doesnβt apply. Practicality does.
Given as the source code isnβt available!
Anyway, I know how it works. Itβs just odd that it works that way. Donβt think Iβll bother to submit one this time; technical proposals never get votes.
Buddy, its an super early version, things change. If you have something to say to the devs, then either send them a mail or post on the questions site, the devs are reading every feedback, not related to votes.
β¦if theyβre reading all of it, then I feel sorry for them.
Hum. Might as well, I guess.
Alot of games need more then one port its very common
like i know MC use mainly TCP: 25565 but also uses UDP: 19132-19133, 25565
so 3 ports is more then common practics
hell on ps3 MC can use upto 6 ports
"The server favours higher single-core performance over multiple cores." Is some kind of limitation of current implementation or will this be the final quote on cpu ressource usage?
Iβve almost never seen any application this isnβt true for. Only embarrassingly parallel problems seem to escape it, and even then not always.
The reason servers can get away with low-power, wide CPUs is theyβre handing a lot of entirely independent users. A game isnβt that.
The most CPU intensive part of a dedi-serv is the simulation of the world, and nope, that's not really parallelizable.
local game also need CPU for graphics, souncd etc. and that is largely parallelizable (with some losses).
It could be. If you look at something like Minecraft, it would be easy to make that scale massively, with just small gameplay changes.
(Obviously, the developers did not implement it that way. This is typical.)
World simulation is honestly one of the easier things to parallelise⦠but not the way Satisfactory works, no.
Parallelization is hard
βEasyβ is relative.
Orders of magnitude more difficult than most people realise.
Dunno, the only parallelization I have seen in this domain is by making independent zone (geographically) but when factory spawn across multiple of them, it would need lot of sunchronization, which could easily make it slower than only 1 zone
There are ways you could parallelize this but you'd have massive overheads working out your different logic domains.
Youβd need some clever coding, and ideally gameplay changes that encourage splitting up factories in an easily decidable way.
For instance, imagine if the only way to transport items across chunk borders were trucks.
yeah, if you "encourage" (which end up to means "forcing") player to not spawn multi-zone, then it's easy.
"clever coding" is a huge understatement. Though parallelizing the simulation in satisfactory should be easier than it is in Minecraft
Sure. The way Dyson Sphere Program does, for example.
it parallelize each planets?
I donβt know if it does, but it clearly could.
Instead of simulating each individual machine, you could merge them into "super-machines" and simulate those.
Thatβs not going to work unless the machines are super simple.
Satisfactory could merge parallel constructors? Sure. But youβd lose the exact timing of product outputs, etc.
honestly the fluid feeling of the exploration in satisfactory where you can walk through multiple biome without real frontier is invaluable, I love it, even if it make more single-thread hungry ^^
Thereβs also that, yeah. Satisfactory is already efficient enoughβ¦
What do you mean by "exact timing"? You can create a graph of all inputs, processes and outputs.
that said, the long belts crossing the map does feel wierd, even if it seems to be the easiest way to make it work for now (haven't tried the new thing in update 5)
Yes, but if you want to merge machines then you necessarily have to lose the information that distinguishes them, such as how many ingots are stored in each one or whatever, if it isnβt precisely balanced.
Otherwise youβre not really merging anything.
No chuu?
Cyclonit, you have to handle the switching on/off, from multiple cause, of every element, look for any interruption of flow, and generate every physical element on the belts, if you want to paralellize that, you need way too much synchronization to be usefull
Well, you could do the old trick of having every simulation tick only depend on data from the previous one.
Problem is you need twice as much memory.
And it slows the game down by 30-50%.
But then you can turn the rest of the game loop into a simple parallel map.
I look forward, since it's so simple, for your entry into the game genre being released!
Donβt be ridiculous. What part of this sounds simple?
That was my point (:
A parallel map is indeed trivial. But did you miss the long list of caveats?
Ingorable innocuous warnings
i don't think so, the server console isn't moving at all
it's been about 5 minutes and nothing happens
i searched on internet and i'm not alone with this issue, but nobody seems to have found a solution
well, these warnings are just Epic Games complaining, it probably not the cause of your problem
but the server isn't starting at all π
Speaking of, is there an option to disable analytics for GDPR compliance?
Are you able to connect with the server manager?
No personal data are stored by the server, what is there to be GDPR compliant with?
Itβs probably just waiting for initial setup.
@quick mist IP addresses are considered personal information in this context.
IP addresses by themselves are not PII. otherwise I could use a for loop to generate a list of "personal" information (i. e. IP addresses), and throw it up on a web host in Euroland and somehow violate GDPR
βIP addresses that play Satisfactoryβ can be, however. But thatβs not relevant unless theyβre included in the analytics, and Iβd be very curious about any evidence saying it is.
dated ip can identify you (of course there case where it means nothing, but usualy it does) so yes, it is.
Are people in GDPR jurisdictions required to scrub (for example) IP addresses from Apache access logs?
You're somewhat missing the point (context: I am a registered data handler and information compliance officer) - it's the associations that are important and as a rule you must inform users what data is collected and how its used.
as long as you log are not public, that you don't archived it indefinitly, no you don't need to scrub it.
Only if they donβt have a covered use for it.
Correct. After some amount of time (usually 28 days) you should scrub that information unless there is some particular reason why it's necessary.
I am aware, I work with PII extensively in my day job (albeit in a US jurisdiction) and have worked with international PHI in my former.
Anyhow, server logs are on the guy running the server. Not the people who wrote the software.
|| caution: extensive rubbing of the server may cause discharge ||
||not if you lick a grounded wire in same time... π||
(an attempt was made to mark a spoiler there, lol)
I'm not used to add "er" in the end it :p
I just denote my text ||like this||
is it necessary to keep the "start server" cmd window open after it launches the second cmd window that actually seems to be the running server?
more specifically: how do I get the "FactoryServer.exe -log -unattended" cmd window to close after its done running?
you can close the initial console window you use to start the server, yes
is there a command for that to happen automatically?
exit if running a batch file should work
doesnt seem to work. Is it because the previous commands basically never end?
not entirely sure - i actually haven't had that issue
thank you anyhow
If you do not follow the steps in the Running as a Service section/page, then yes, closing the window will kill the server
Since it sounds like you are running on Windows, I suggest these directions:https://satisfactory.fandom.com/wiki/Dedicated_servers/Running_as_a_Service#Windows
yeah, Im on windows but closing that window does not close the server. The server starts in a separate window, so I always end up with the "useless" server start window in the background. Thats why Im trying to find a way to get it to close once its done calling the new server window
thanks for the RaaS recommendation. Felt like that was way over my noob expertise lvl but Ill have a look anyways
it sounds complicated at first glance, but give it a read-over and follow each step one by one and it's honestly in pretty straightforwrad bite-sized pieces (:
is the issue where you get kicked out of the server while manually controlling trains exclusive to dedicated servers or is it a multiplayer thing? where is the best place to ask about this, theyre having issues being able to move the train too sometimes and currently they cant even open the train control menu
Ok, So I've got a trains related issue- Where Freight platforms are loading the first two carriages at one station with Two platforms, but not loading the rear four carriages when at a station with Six Freight platforms (First two as blanks) - Any ideas?
thats a known bug.. Devs know about it and will fix it before the EA release.
I think some people helped that by restart the server?
might wanna post that on: https://questions.satisfactorygame.com/
#multiplayer-troubleshooting message This was the first thing I tried and it worked for me. Had been sharing my steam game with my son on the local network who has the epic version. Hadn't worked since updating the experimental version.
Ran the equivalent firewall learning profile, and the game connected NP.
allowed connection to both server running locally, and local co-op game.
Question. I own the game on Steam and EGS, and have my steam shared to my grand daughter. We have hosted each other, no issues (acc'ts not linked). We brought up a server last night, and she gets instant game crash on joining server. Any guesses?
how do i get the dedicated server to show up on steam if i have the game on epic games? i have tools selected
If anyone is interested in a k8s config for running dedicated server (with an azure blob backup of save files) here's something to get you started.
Have absolutely not designed this to be templated -- "it works on my server". know what you're doing before blindly applying it. You will have to tweak a couple things to get it working on your cluster, such as the external IP on the exposed service, and can probably comment out the backup cron job and secret.
https://github.com/kensykora/satisfactory-dedicated/blob/master/k8s/deployment.yml
prob not all ports on your firewall are open
make sure you see everything in your libary, for me its there. π You could also use steamcmd, without an steam account
We have both hosted each other in client/host settings, I would say ports are open. We have 5 other people already in the server (config edit)
Has anyone else gotten rendering issues with pipes after joining into their dedi?
A server restart fixed it, but I figured I'd ask if anyone else has seen it
Will there be dedicated servers for epic games?
Hopped in my train. Client crashed. Got back in the dedicated server, spawned as a new character. Found the train, cant enter the cabine as it is occupied. Cant diconstruct since it is occupied. My body will be forever tombed. 
NEED HELP. have a little problem. I hosted a server I was kicked out of the game, I came back into the game as a new charackter now my old charackter is in the game, how do I get the way?
u can download the servers from steam and use them with the epic version
then I would verify the game files, can be a problem with the client itself, its hard to track down with so little information.
yes the devs are working on it, to get them to epic too, you can use either steam or steam cmd (thats without login!) to download the server, follow: https://satisfactory.fandom.com/wiki/Dedicated_servers)
thats a known bug.
just kill it and take the inventory
cant kill does work
just load an autosave
trains seem like a mess on dedicated servers. Iβm getting constant crashes when trying to drive trains manually, modify lines etc
late game there also seems to be a lot of things turning invisible or refusing to get built
Iβve seen similar things and it didnβt seem to get resolved until rebuilding the stations or rails or both. Sometimes driving manually can help debug what part of the line isnβt working correctly but since driving manually also seems to cause crashes itβs a pretty frustrating experience
I've tried replacing the buildings and tried different configurations.
have you tried docking manually?
Yeah, Just sounds the train horn whenever I try
I didnβt think the train horn sounded when you have auto pilot disabled
Regardless it might be worth trying building another station right after and see if you can replicate the issue if you just put some stuff in to load manually
Itβs also pretty easy to misconfigure load/unload on the stations and sometimes it seems to change or lag
Oh I made sure the load configuration was set correctly. I've even toggled it to update the object - I'll look into doing another station tomorrow.
What is the player limit on dedicated server?
4 just like normal multiplayer
inless you change it
It's not just trains. Had a guy crash in a train so we tried to do trucks, only to have someone client crash in a truck (we rebooted after the client crash on the train so we tried to mitigate)
okay so is it a known issue that factory carts on auto pilot crash linux based servers? 
check the QA site and find out? xD
I'm updating my post now lol
I've been trying to get my save to work since they announced satisfactory on nodecraft lmao
and it was some meme factory carts I had going around in circles
so how does this work are we able to share ips and join servers ?
any reason why i am getting this error [2021.11.07-23.05.37:067][ 1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
even not able see my lan ip on this info [2021.11.07-23.05.37:009][ 0]LogInit: WinSock: Socket queue. Rx: 131072 (config 131072) Tx: 131072 (config 131072) [2021.11.07-23.05.37:009][ 0]LogNet: Created socket for bind address: :: on port 15000
@haughty pecan are you not able to connect to the server?
I get this same error in my logs but the server works fine
bc the server binds to all interfaces!
this is normal and can be ignored. A warning, is a warning, not an error.
just give your friend the IP and Port and they should be ready to go.
what you posted isn't the reason for that.
I see it looks like your server is running windows, make sure the firewall is allowing the ports through
tryinbg connect
no firewall is enabled\
router whole different issues
when i try enable port forward
is your server on the same lan as you?
yes
and you are not able to connect?
only my lan ip not my outside
right thats normal
you likely wont be able to use your external IP to connect from inside
in
your router doesn't look up your external IP π
yeah if you do the port forwards correctly your friends should be able to connect using your external IP
i havre tries 15777 15000
try ping to it that port still closed
you port forwarded all 3 ports UDP?
can you se me web site
just make sure you set up port forwards for all 3 ports using UDP protocol
i have 7777 disable because they not to open
you need it
you can't disable the port π
its the main port that is required actually
can i set which ethernet
what do you mean?
i have more than 1
buddy just follow the wiki, its up for a reason
more than 1 what?
yes, use -multihome=ip.address
ah yes
in your startup
yea
using -multihome
thatβs documented in the wiki
his server binds to any interface anyways, no reason to change anything
@foggy agate I doubt you know what kinda setup he is running
unless you WANT it running on a specific NICβ¦
its possible he has another service using 7777
in which case he will need to tell the dedi to bind to another nic
if the logs dosn't tell you that the port 7777 is used by anything, there is no reason to change the binding right now, you can start fiddeling around if you know that everything works.
Guys any good software out there to restart a server after it crashes?
windows or linux
set up a service
then restart the service
Windows
log -unattended -ServerQueryPort=15777 -Port=7777 -BeaconPort=15000 -multihome=192.168.0.86 this i have now before wo mutihome
The wiki has info on how to do this for Windows.
the nssn one does not work I cannot get to the config window
because youβre using the -log and -unattended, I am presuming you are on Windows, as well?
i have pihole on my network
yes
trying figure why my port forward is work for other not satisfactory server
my router is unifi os
just have to make sure the 3 ports have route from net to server software
router firewalls .. defender any other software
15000 7777 and 15777 are on firewall rule
on windows disabled
i did close even it running
look and see if ports are used and if not are they opened when server runs
troubleshooting
good luck
but on canyouseeme . org not open
canyouseeme only checks TCP ports, not UDP
most port scans cant tell the difference between open and filtered
stateless not connectionless π
yeah thats what I mean thanks
in a way connectionless is correct
anyways this is to much work to help
because the whole point of UDP is "I vomit stuff in this direction, and if something picks it up, great. If not, I don't care"
thats stateless, still its a connection π
just a small difference, I give you that π
it's hopefully a connection, but there's nothing to assure that there is one
if you dont care if someone hears you but you talk anyway can you tell if a specific person heard you?
not without asking them
which the protocol doesnt do
datagram mode of packet-switched computer communication in the
environment of an interconnected set of computer networks.```
RFC 768
this is i have setup
that correct. π
seems right
helps to make sure the ports are good to use
not able connection
"make available a datagram" is different from "establish a connection over which to send a datagram". That is in point of fact the fundmental difference between TCP and UDP
should start with tcp udp scan and seee if hte ports are any good
then start at net and work ur way thru all the crap that can stop internet
all of them is set to udp
u check tcp cause htings use ports on tcp
there is a seven-step troubleshooting guide here: https://satisfactory.fandom.com/wiki/Dedicated_servers#Configuration_Issues
ok
point is to make sure u have ports that are useable
ur stuff is broken so should double check things
hmm 15000 is on both
bc UDP assumes that you are in an interconnected network π
you know what they say about assumption
that view i am looking in classic no option do in/out\
assumptions are the mother of all fuck ups
well that or 'assumption makes an ass out of you and mption'
yeah I know, but if you arn't connected to anything, how do you want to send anything to any other PC π there is no real connection checking, but UDP still requires any connection, it just dosn't require you to have a check for that π
so yeah, in a way you could argue its connectionless, but still it requires any connection π
successful UCP data streams require (or rather imply) a connection, but if there is not a connection you can still send all the UDP packets you want.
Has anybody used NSSM to manage server crash/restarts?
So a slightly odd peculiarity I found with the server logs, one of the players on my server has a username that's roughly "XXXXX, XXX XXXXXXXX XXXX", in the join succeeded message, this gets truncated to "XXXXX, XXX XXXXXXXX ". Luckily the message reference number is the same.
can someone test for me pm me for info
someone earlier used those letters try a search
to login
[2021.11.07-18.54.35:803][365]LogNet: Login request: ?EntryTicket=<ticket>?Name=XXXXX, XXX XXXXXXXX XXXX userId: <identity> platform: EOS
[2021.11.07-18.55.03:280][187]LogNet: Client netspeed is 60000
[2021.11.07-18.55.03:280][187]LogNet: Join request: /Game/FactoryGame/Map/DedicatedserverEntry?EntryTicket=<ticket>?Name=XXXXX, XXX XXXXXXXX XXXX?SplitscreenCount=1
[2021.11.07-18.55.03:281][187]LogOnlineSession: Warning: OSS: EOS-OSS: No game present to join for session (GameSession)
[2021.11.07-18.55.03:288][187]LogNet: Join succeeded: XXXXX, XXX XXXXXXXX
Removed entry ticket, unique identity, and redacted the name. This is just for reference, as I'm not sure if it's warranted a bug ticket since it's not something that'd impact most if any server administrators.
??? Not the bug I'm talking about.
The username gets truncated in the join succeeded message
check bug site reports
it is a curiosity that a very long player name is truncated, yes.
I see a post about inconsistencies, but that is more referring to how the format does not keep all the same parameters in every request. Join Request has nothing about the unique identity, but the other requests do for example.
I'll add a comment to that portion of feedback noting that presently the join succeeded message is truncating the username.
Does anyone know why when I change my server settings to friends only from private every time i switch it and switch tabs it goes back to private
it doesnt matter on dedi
It has to I cant invite or have someone join me
I gave them the IP it did not connect them just says offline for them
fix your ports then
I went thought that and everything is good
myip .is
hmm tryed that as well and still the ssame
get external ip and if thats what friends used then ur ports arent good
shutdown server.. browser find a tcp udp port scanner site and run it
make sure the 3 ports arent opened yet and then check with server running
Is there a way to remove afk/sitting players? Want to reorg my factory and now 2 players who most likely won't come back, are sitting in the air
@slim spoke is there a good scan site you recommend to use?
nope
Killing them helped, thanks alot π
yw
Is the inability to place a conveyor lift sometimes a known bug in the dedicated server?
I've pulled the savegame into local, and it seems to work fine.
check bug site
This is what I see when I try and then after a few minutes the hologram dissappears.
desynced server sounds like
There's a bug site?
Thanks!
i cant create worlds on my server
did u do hte setup for admin and that
what is hte
a typo?
yes i set up admin and it will try and create it but it wont work
define 'wont [sic] work'.
it looks like it did but evry time i join it will disconect me from the server and if i join and wait a few min it will let me join but it will give me this error
it didnt check ur eos so u couldnt connect
it looks like it's not running on the standard port
double check the ports the server is listening on, and compare against your port forwarding settings
what are the default prots
see the Wiki
i have all three allicated to it and i am using the default ports
double check the ports the server is actually listening on, and compare against your port forwarding settings
try client again on right port
Double. Check. The ports. The server. Is actually listening on.
should shutdown server and run port scan on tcp udp
make sure ports arent in use before u run server
then start it and run scan again
There are commands on the Wiki troubleshooting section which will help you determine which ports the server is listing on. follow those directions
check ur ports i bet 15777 is used so server went up a port
and thats why client used 15778 and failed
there is websites
most of which only scan TCP ports, so be cautious
there is not a cmd we can run
For the second time, check the Wiki
what if we move the prot to 15778 will it reconize it
lmao I forwarded all my server ports for no good reason, its just my wife and I on the damn thing
I guess I just figured at some point we might try a 3 way
I mean adding a third person
...
haha
I assume you set 7777 to the game port when creating server?
Also make sure don't have firewall blocking connection
There is a seven-step troubleshooting process on the Wiki that will take you step by step through the common failure points including the failure point your described behavior and screenshot demonstrate, BlazingChaos.
it hates when i change it to 78
define the first 'it', 'hates', and the second 'it'.
the server
maybe check the ports first before u use them .. then its just change ur port in forward and such
What were your results of each of the steps in the troubleshoting process? Most relevantly, the second step
it says nothing is open
If the output of Get-UDPEndoint is empty, then the server is not running
no one can connect to a server that is not running
Quick question- I'm working on a quick diagnostic command for Windows servers, can someone with a working Windows server share (relevant) output of a command for me?
havent even attempted to set it up on windows yet
nor have I
aw heck it, Steamcmd takes two seconds to install, I'll do it myself
basically I'm writing a command for this, but in PowerShell for Windows boxen:
slightly cleaner than the current Get-NetUDPEndpoint which shows all listening UDP ports
im using linux
ah, you're on Linux
okay, so
with the server running, run the command shown in the above screenshot and share the results please
this one ~/.config/Epic/FactoryGame/Saved/SaveGames/server
I don't care which saved game you happen to load
(Am I speaking Esperanto or something? Are my suggestions unclear?)
that is my problem i cant load a save game
I thought your problem was getting timeout errors when connecting to the server
looks up
lol
that got added to it
Things the people in this Discord server are not, partial list:
- Telepathic
so i try and load a map using the panel in game and it will sit and think then it will kick me out then i will join and wait 1 min and it trys to load me in the game and then it gives me the time out error
but the map will never load
be careful to not choke on your own vomit when dealing with that OS
I've spent the past thirty-five years building an immunity to Windows. I'm not there yet, sadly, but I have a high resistance.
Frequent GNU poultices help quite a lot
and it looks like the server is up and running and awaiting connections
happy server is happy
[2021.11.08-04.24.57:448][706]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 5.02, Real: 5.01, Good: 5.01, DriverTime: 91.13, Threshold: 5.00, [UNetConnection] RemoteAddr: 192.168.20.2:55781, Name: IpConnection_2147482537, Driver: IpNetDriver_2147482545 IpNetDriver_2147482545, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID, Driver = IpNetDriver_2147482545 IpNetDriver_2147482545
So, I'm playing on my local server and it just told me it's going to restart in 10 minutes?
has it been running for nearly 24 hours?
Yahtzee!
I don't understated because i try the port thing and it just says all of them are blocked
Yes
hell of a powershell command
The server will restart itself after every 24 hours of uptime.
Gotcha. Thanks.
I am having same issue - any ideas?
ports and such
port is open (supposedly) and I have joined one time successfully. Server is far away in my case (320 ping). Is your server far away or local?
so how can i join the server but cant join a game
error i pasted was urs .. notice the invalid id and such in there
client stuff isnt working with eos it looks like
try cycling power to router and modem and rebooting
ok
if i try a different port it jut puts this in the console
Why are you trying different ports from the default ports? Do you already have something occupying them?
why have you repeatedly refused to show the output of ss -plnu?
State Recv-Q Send-Q Local Address:Port Peer Address:Port Process
UNCONN 0 0 192.168.10.61:7777 0.0.0.0:* users:(("docker-proxy",pid=491104,fd=4))
UNCONN 0 0 192.168.10.61:15000 0.0.0.0:* users:(("docker-proxy",pid=491077,fd=4))
UNCONN 0 0 192.168.10.61:15800 0.0.0.0:* users:(("docker-proxy",pid=491049,fd=4))
UNCONN 0 0 192.168.10.61:25565 0.0.0.0:* users:(("docker-proxy",pid=53879,fd=4))
UNCONN 0 0 192.168.10.61:25566 0.0.0.0:* users:(("docker-proxy",pid=1480,fd=4))
UNCONN 0 0 192.168.10.61:25567 0.0.0.0:* users:(("docker-proxy",pid=2220,fd=4))
UNCONN 0 0 192.168.10.61:25568 0.0.0.0:* users:(("docker-proxy",pid=1554,fd=4))
UNCONN 0 0 192.168.10.61:25570 0.0.0.0:* users:(("docker-proxy",pid=1535,fd=4))
UNCONN 0 0 192.168.10.61:25571 0.0.0.0:* users:(("docker-proxy",pid=60230,fd=4))
UNCONN 0 0 127.0.0.53%lo:53 0.0.0.0:* users:(("systemd-resolve",pid=733,fd=12))
UNCONN 0 0 192.168.10.61%enp1s0:68 0.0.0.0:* users:(("systemd-network",pid=731,fd=15))
also why have you not mentioned once so far that Docker is involved in the equation?
did i need to
UNCONN 0 0 192.168.10.61:15800 0.0.0.0:* users:(("docker-proxy",pid=491049,fd=4))
That shows it's listening on yet another port from the standard port
it would have been a very useful datum in helping to troubleshoot, yes
well im runing it in a program named ptyradactal
I don't see anything listening on 15777/udp, so why are you running the server with a nonstandard Query Port?
thats the connection start port
you're.. not helping, Sanctum.
7777 is data
well if u call it one thng and he is using wrong names
wouldnt that be fun
the output shows the standard beacon port and a standard game port, but not a standard query port. How does that diverge from my question?
i told him that long long long ago
well you also said that port was in use
it is clearly not
i said to check i would guess ur using the wron gport casue of this
Want to do all defualt ports goto your build confin in admin part of panel, make sure game port is 7777 allocation, goto startup and make query 15777 and 15000.
So we come back to this question, @umbral tree
so if u scanned without and with server u would see what ports were being opened and if they were in use ahead of time
Read above you forwarded all default ports so with those allocations it should work
anyways fix the ports
Made sure game server port was 7777, along side allocating the additional ports in build config?
And this is yet another port, neither the one forwarded, nor the standard, nor the one the server is listening on
or rather not the port the container is listening on
can you ssh into or otherwise open a shell on the container and run the ss -plnu command there please?
and fixing the container was all u cause u didnt tell anyone til now
State Recv-Q Send-Q Local Address:Port Peer Address:Port Process
UNCONN 0 0 192.168.10.61:7777 0.0.0.0:* users:(("docker-proxy",pid=492019,fd=4))
UNCONN 0 0 192.168.10.61:15000 0.0.0.0:* users:(("docker-proxy",pid=491990,fd=4))
UNCONN 0 0 192.168.10.61:15777 0.0.0.0:* users:(("docker-proxy",pid=491960,fd=4))
UNCONN 0 0 192.168.10.61:25565 0.0.0.0:* users:(("docker-proxy",pid=53879,fd=4))
UNCONN 0 0 192.168.10.61:25566 0.0.0.0:* users:(("docker-proxy",pid=1480,fd=4))
UNCONN 0 0 192.168.10.61:25567 0.0.0.0:* users:(("docker-proxy",pid=2220,fd=4))
UNCONN 0 0 192.168.10.61:25568 0.0.0.0:* users:(("docker-proxy",pid=1554,fd=4))
UNCONN 0 0 192.168.10.61:25570 0.0.0.0:* users:(("docker-proxy",pid=1535,fd=4))
UNCONN 0 0 192.168.10.61:25571 0.0.0.0:* users:(("docker-proxy",pid=60230,fd=4))
UNCONN 0 0 127.0.0.53%lo:53 0.0.0.0:* users:(("systemd-resolve",pid=733,fd=12))
UNCONN 0 0 192.168.10.61%enp1s0:68 0.0.0.0:* users:(("systemd-network",pid=731,fd=19))
ok ill shh u docker him
its running through a panel, not just normal docker images
it is running in Pterodactyl pannel
that said, now that the server is listening on the correct ports, presuming that the port forwarding settings you have shown above, inbound connections should work now, notwithstanding a firewall issue
i could always load into the server manager in game i could never join the game itself
try and join the game i get this
using wrong port still in client
can you please, inside the docker container, run ss -plnu and share the output?
State Recv-Q Send-Q Local Address:Port Peer Address:Port Process
UNCONN 0 0 192.168.10.61:7777 0.0.0.0:* users:(("docker-proxy",pid=492019,fd=4))
UNCONN 0 0 192.168.10.61:15000 0.0.0.0:* users:(("docker-proxy",pid=491990,fd=4))
UNCONN 0 0 192.168.10.61:15777 0.0.0.0:* users:(("docker-proxy",pid=491960,fd=4))
UNCONN 0 0 192.168.10.61:25565 0.0.0.0:* users:(("docker-proxy",pid=53879,fd=4))
UNCONN 0 0 192.168.10.61:25566 0.0.0.0:* users:(("docker-proxy",pid=1480,fd=4))
UNCONN 0 0 192.168.10.61:25567 0.0.0.0:* users:(("docker-proxy",pid=2220,fd=4))
UNCONN 0 0 192.168.10.61:25568 0.0.0.0:* users:(("docker-proxy",pid=1554,fd=4))
UNCONN 0 0 192.168.10.61:25570 0.0.0.0:* users:(("docker-proxy",pid=1535,fd=4))
UNCONN 0 0 192.168.10.61:25571 0.0.0.0:* users:(("docker-proxy",pid=60230,fd=4))
UNCONN 0 0 127.0.0.53%lo:53 0.0.0.0:* users:(("systemd-resolve",pid=733,fd=12))
UNCONN 0 0 192.168.10.61%enp1s0:68 0.0.0.0:* users:(("systemd-network",pid=731,fd=19))
that is not from inside the docker container
that is from the host running Docker
I want that output from the host runnning Satisfactory, which is inside a Docker container
that is the host
that is Docker's host, not the Satisfactory Dedicated Server's host
the Docker container is the Dedicated Server's host
you'll need to access bash within the docker container that satisfactory is running within
so ss needs to be run inside the container
don't run it on the host, run it inside of the container
the port forwarding (still) looks fine
can you please, inside the docker container, run ss -plnu and share the output?
send a screenshot of the startup configuration page
more specifically, the command it runs to start the server
no?
that's for starting/enabling docker
just send a screenshot of what you have configured for the startup of your container/server
Objects keep disappearing on conveyor belts, which slows down production. Sometimes entire conveyor belts disappear and I can no longer set them. do you have a solution
if your server is listening on 15777 and your client is trying to connect to 15778, then your server isn't configured to listen on the right port
This is a known issue for which the devs are working toward a solution. The good news is the invisible belts are still there transporting materials
this was a common occurrence after GamePort was changed to Port, and those who specified GamePort ended up with that specific issue
so do you need the consol im trying to figure out what you mean by docker
let's confirm that this isn't the case before moving on with more advanced troubleshooting
no? just send a screenshot of the startup configuration page
what do you have instead of this?
./Engine/Binaries/Linux/UE4Server-Linux-Shipping FactoryGame ?listen -Port=15777 -ServerQueryPort=15777 -BeaconPort=15000 -multihome=0.0.0.0
you're using pterodactyl, right?
yes
Not really, because there are gaps on the conveyor belt, production is not carried out properly either
1.6.2
alright
invisible gaps in invisible belts. ouch. You might get them back if you wander a couple hundred meters away and come back, but you might need to restart the server.
try this egg instead:
https://gist.github.com/Nexxed/98a82b96ebb363af54ba3e2b946ae355
give it the same port allocations as above, and specify the same port numbers for the three variables at setup
check the belts again i seen people in vids had overlapping belts
I tried restarting the server partially helps, the question is whether it is due to my PC or the server. Thanks for your help @quick mist
yep it's definitely a server issue. Glad I could at least help some (:
I've had the same issue, multiple clients - seems to be server
entire belts dissapearing
but are still "there"
moving in and out of render seems to fix it
belts not transporting while "gone"
im still getting the same timeout
I am trying to connect to a gportal run server - so I am not running the server myself - can confirm others are joining fine, and I even joined once, but for the most part I am timing out at the initial stage, although occasionally it times out at the second point (I can tell by the error either being 5.0 or 20.0 in terms of connection timing).
Implies it is a problem at my end, but I can't figure it out, I have opened ports in both firewall and router as well.
Silly question, but this being Windowsland.. have you tried rebooting?
Rebooted multiple times, both router and computer
shutdown comp for 2min to clear ram
have you tried connecting to other servers?
Is there public ones to try joining? Happy to give it a go if there is one to try.
I don't happen to have a public one.. I could give you my address but it sounds like you're able to get to the connection manager, but actually joining the game session is timing out?
is the error still on wrong port?
I'll grab logs, they aren't particular verbose
oh wrong person lol
got stuck with other guy
what ip are u using to connect
localhost 127.0.0.1 lan external
Yeah I was having to restart server to get them to show up they were invisible and working though just couldn't extend them or attach to them :/
Its a gportal server - so very external
i updated my panel to see if this will help
could just take multiple tries to connect
or maybe logout launcher and log in then start game fresh
Might not be you the dedicated servers are a bit unfinished, I sometimes get on no prob and sometimes have to try 5 or 6 times to "stay" in and if I jump in a vehicle I 9 times out of 10 instantly disconnect and the 1 out of 10 I don't ... I disconnect after driving 10 feet...
The guy I run with is hard crashing on join multiple times a day but after he finally gets in without crashing he is able to play for a few hours before any more issues
Yeah it gets worse the bigger your save is too π¦
port 0
waiting for this to become an issue
my wife keeps building the factory bigger and bigger
LOL
They guy I'm playing with keeps making 4 story high buildings to make ... reinforced plate.... just saying we don't need 200/m of plate.. just don't lol
kreytari u have bunch of connection errors
lmao
well a 4 story building will barely contain an Assember, so..
try cycling power for modem router and such maybe
he is basically putting a building per mine to make 1 thing from and maxes it out lol
dont use wifi
fortunately my server is on my lan so we dont have a lot of the issues others are
yeah I mean 4 floors each floor is around 6 to 8 walls
It is perfectly possible it is a ping issue - just strange it worked once.
we keep going around and around on this. The error is clearly showing a nonstandard port. I will respond no further to you until and unless you from inside the Docker container run ss -plnu and show the results here.
That sweet sweet 0ms ping
@stone root We are also renting from gportal because he is somewhere over there and I'm in U.S. so he wanted the server in the middle and though I disconnect on cars/trucks and trains I don't usually have other issues but he crashes over and over
how do i get in the docker
LOL yeah I had it running on my server but he had a 150ms ping and thought that was the issues he had so moved it and lol now we both have 150ms pings lol
I have 320 ping so it could just be that
if you don't know how to Docker, don't use Docker. Just run the server on the host directly and set it up as a systemd service so that we don't have Docker and dinosaurs and whatever else complicating things
They are in europe
ouch, yes, that could be a bad enough latency to cause connection timeouts possibly
this 10000%
yeah he is