#dedicated-servers
1 messages ยท Page 191 of 1
pets 0ms server ping
but ouch on 320 that is rough
its all about routing lol
you on satelite or dial up? that's pretty high
i know guy in toronto that pulls around 50mb/s from an eu server
latency and throughput are two different conversations
he has like 1 step routing to the exchange
I'm one step removed from a guy who paid a couple thousand dollars to get a two meter long OC48 circuit run
Eh, server is in frankfurt so the ping isn't too unreasonable from eastern AUS. I did try my mobile tethering too in case it was a specific ISP issue.
gotta get that submicrocecond latency for stock trades (before the SEC came in and mandated everyone in the DC had a run of exactly the same cable length for fairness)
@quick mist lol, when we bought our house and was looking for land, first thing I did was look at the pole and said NOPE no fiber here my wife was like but it's beautiful, I said NOPE keep moving I don't require alot but THAT is a deal breaker for me ... lol
It seems to be expecting a response with 5.0 (something), is there anyway to simply increase that to give it more time to try connect?
There might be .ini file settings or console commands that will make the server more lax but I am not privy to them
yeah I only know about the network setting and not sure it'll help with timeout
I was playing around with .ini when I got in, but the changes I made didn't actually help again so i suspect it was perhaps just luck ha
yeah thats a thing for me now as well
kreytari in game settings is ur network quality setting on ultra?
I don't need Fiber (though I'd like it), I'll settle for cable, but no way am I settling in DSL country again
:shudder:
or are u running different values from ini
lol yeah it's fiber for cable on the pole coax to the house
but still gives me up to 1gb down with only 50ish up
I only pay for the 400 though but 1g is offered for an extra $150 / mo ....
I got symmetrical 1gbit for like $80/mo
nice
they had some deal in austin like that 1 g down / 1g up for $50/mo I was like time to move
google fiber
I was pissed when the Google Fibre deal in Phoenix fell through
lol I'll bet
default now
I keep hoping they'll come here but doubt it.. we only have 3 hospitals and 2 colleges nothing big businessy
isp in US are pushing past 2gb down lol
last I heard, GF wasn't really expanding to new cities anymore
sad
i would turn it up cause default is slower then max
too much pushback (read: bribes) from the pentopoly
could be why it worked 1 time.. maybe its just on edge of timeout
That's crazy I'd love for them to come here and compete with our ISP they have a serious monopoly and their prices reflect it and their customer service "or lack there of"
Higher is better? I tried low...I got a Unreal engine crash instead :p
out here about 70% of the time you're in "you may have Cox cable or Qwest DSL".. 25% of the time you are only servicable by one or the other, and 5% of the time it's dial-up at best
@stone root Are you setting your client side to match?
lol @quick mist I have "Qwest"(centurylink) fiber
hehe qwest
Nah that didn't help. Server is working fine for others - and myself once.
I'm sorry, century link... so bad they had to change their name
"CenturyLink DSL: So great we're on our fifth name this decade!"
lol
"CenturyLink DSL: Getting a rep on the phone takes a literal century!"
i remember when their dialup got trashed for 3days cause the admin gave workstation access to someone then made them really mad .. back when dsl was getting bigger
lol they told one of our business offices that the speed was less than 1m because of solar flares I was like wtf
truth was they over sold the line
anyways how about them server problems
in all seriousness, solar activity can faff about with internet connectivity from time to time. 'Sunspots' literally can be the actual reason a connection conks out every 11 years
its actually specifically listed in Cisco documentation
its like an emp
I could try create a local dedicated I guess, see if that helps.
ePeen
lol jelly
TFW your upstream throughput is better than your downstream
prolly cause he's using his down and not using the up so slows down a bit ๐
yeah there are a few things going on
๐
I see my down flux a lot during busy times of day and the up never seems to change
Changing the network options reset it all anyways, i can see the changes they make.
Well going to get some sleep, hopefully they'll have a good fix tomorrow /today
๐
(I'll take "Emoticons that don't play nice with Dark Mode" for $400, Alex)
Yeah TM right lol
yeah that shit dont show up
lmao
Here's that belt thing he was talking about
What's actually there after server reboot
I was today years old when I learned that the disappearing belt bug applied to lifts too
it sucked cause I couldn't place and was like wtf
rebooted and they all just appeared
but in the first shot you can see the quick wire running through the "no belts" it's running left to right
Hmm i can't actually see satisfactory server in my tools list, is it just called that?
not everyone can u have to own on steam
Something like that yeah
If you don't own the game on Steam, it doesn't appear on there (yet); CSS is working with Valve to fix that. In the mean time you can use SteamCMD
I have it on steam, but not in tools
use steamcmd then
make sure Tools is checked?
They said in last video I saw that it's supposed to be there but it's a bug some people see it and some don't I didn't for the first 3 days
Yup I can see about 30 other dedicated servers, just not that one
yeah last I heard CSS was still working with Valve on that
dunno I just used steamCMD
but I used steamcmd on day one and moved on
followed the wiki
Yeh installing
lol anyway realling going to bed this time it's almost 2am and I have to work at 8 :p
ciao!
steamCMD worked really well since I already had an ARK server on there
I love LGSM if you're using Linux.
My conveyors keep disappearing on my server. Like they are still there but like randomly pop in and out on my screen. Is that an issue other people are having? Or just me? ๐ฆ
Been happening to mine also, a server restart solves the issue
Yeahhh Iโd just have to restart the server like every half an hour then ๐ฆ
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @slim spoke
I think its a bug. I also have it on local but not always... then i need to leave the game and reload...
Now I canโt get my server to relaunch. Keep getting nat detection failed unable to resolve host
Checked my port forwarding and it should be okay. Also tried running multihome=0.0.0.0 but no change
I hope the belts get fixed soon ;D
you can ignore that :)
check your logs whats going on
Where are the logs located?
in your server console
Oh just when I run it?
yes
This is it what it says at the end and it keeps running like the server is okay but i cant connect.
did u check in server manager
Yes thatโs where I tried to connect.
normal server running sits with 2 warnings
It just said the server was offline.
check ur ports
Once you have started the server you join using 0.0.0.0 right? Or do you need the IP of the computer running it?
IP of the computer running it if it is not the same PC
localhost worked, thanks! I couldn't see that in the instructions, although maybe I am blind
Oooh a timed out connecting to my own server (after it gave the admin/password/create game interface fine), probably means somethings up somewhere with my computer
0.0.0.0 is a way to tell a socket "just react on any address configured here", not a real IP address. It doesn't work for IP destinations.
its for binding all possible adapters
fun fact... in IPv6 the "zero address" ( :: ) is a valid source address for some usecases (mostly ICMPv6)
Hm, well, I tried another computer on my network and it would connect to the server for about 1 second before loosing connection, so at least I am reasonably confident the problem is at my end rather than the gportal server end.
can you ping between the computers?
Yeh, I mean, it loaded into the server and I even saw the environment start to load and then it died.
Giving up for now, may just be a case of waiting for a few more patches or whatnot!
tmrw tell someone to move hub to spot away from everything
give it the best shot at loading
is there a setting to prevent kicking idlers?
no
Any useful console commands for dedicated servers?
Or still in the works?
Type ? In console with admin access
Awesome thank you ๐
Can you run mode on the server?
After crashing my game when building close to map border, my truck and my chest restawned at map coord 0/0. But not on the surface. And there is no cave underneath.
anyone getting a bug where pipes are stacked when you restart the server? I mean like, we had 3 pipes that were in the same place, all connected to the same machine
You don't need Satisfactory on your Steam account for SteamCMD server maintenance.
That said: #looking-for-group-old
thanks ben!
Hello all! im running a dedicated server through a server hosting service (nitrado) the game has been running well however the server does not seem to update, I do not have the likes of screens and windows in my awesome shop of which i want both and am unsure if it just needs updating and if so how. As mentioned server is ran by Nitrado and was clamed in game on an epic games account.
For service provider maintenance please contact the support service of that respective service provider!
That said: Last update was on last Thursday!
thankyou, i am aware that was the last update we have had this server since before then ๐ So i have to some how update game version in the provider system/ contact them if i cant do so?:)
run the steamcmd update command from a termanal window on the server using the correct user and force_install_dir values
it hard to answer since we dont know how Nitrado runs there serves
and i am not going to pay money to find out so i can fix your problem so get more info
never asked you to pay money to find out for me dude xD im just asking if anyone has come across it and knows what to do ๐
did you read the nitrado FAQ and wiki
i am and am trying things now, just did not know it was a nitrado thing rather than game thing ๐
cause i just found the answer are 2 min of looking
just restart the server on nitrado and it will trigger any updates needed
which i have done to no affect since Thursday
backup save, reinstall server, reload save
yep im doing that currently, as i said i read that and am currently trying this ๐
Can confirm this has not worked
just trying another restart of the server on nitrados end
I think game host providers are handy in all but, if you looking to learn more doing a homelab or a VPS at the same price is worth so much more when it comes to getting experience
thats fair, i just use host providers for the general ease of use to be honest
thats why they are handy ther quick and easy but you lack granular control
I had trouble with trains not loading / unloading on our dedicated server. Someone suggested pulling the latest save and setting up the freight platforms in single player, then re-uploading that save back to the dedicated server... it worked like a charm. Thanks whoever helped
its a good work around but remember that you cant make changes lol
yeah, no kidding... main thing we wanted was to get some stuff from our steel base back to the main to push into Tier 7/8
now I just have to work on stabilizing power
is fuel power not t6 lol
it is.... and we're on it, just the pipes are being fussy
just package and unpackage all the things lol
Do Nitrado provide experimental servers?
What's the maximum players we can have per dedicated servers ?
i believe so, i mean im playing via the experimental branch of the game and it has some of the new experimental content I believe
It wouldn't let you join if the versions mismatched, so I'm guessing the server is up to date.
What tier are you at?
the only dedicated servers are Experimental, so I'd hope so
i thought this too
teir 5/6
the main issue is screens and windows arent showing up in the awesome shop, i have other new content like floor coveyor holes and new doors etc and the new concrete
none untill a moment ago xD ill be honest i thought the person ive been playing with had done this
Okay, have fun with your screens :-)
thankyouuu โค๏ธ
Probably already mentioned in here. Trains seem to be the biggest issue with my dedicated server. Anytime I drive one for a bit I get disconnected. Sometimes just sitting in one messing with the timetable gets me disconnected
Also should mention. Server is located here in my house and I have 1ms ping at all times.
Trains are known to be pretty buggy in multiplayer - Iโm hopeful that itโs a major priority for them.
This might sound silly but unless you are playing on a LAN connection you still send data out into the great blue net and then it comes right back. You have a better connection than most but unstable/reliable internet can still bonk things. I only mention this for educational purpose.
Moving vehicles on any MP game is tough coming out the gate. Likely take a while for them to run well, I believe it is about the amount of Data that has to run back and forth so fast.
Except that vehicles are pretty well-behaved in 'listen servers' (aka normal multiplayer)
I am accessing via LAN.
which means pretty clearly that the particular misbehavior in dedicated servers is particular to dedicated servers
First I should let you know Nitrado has a bad rep across many games. I see this name it is usually with things not working as they should or slow support.
If you do not see an update a few hours after release always put in a support ticket with them. If they do not have their files set up properly it hurts your server and wastes your money.
Host Havoc was the last provider I used and have heard many agree they are great. I cut out the host and rent hardware straight from where companies like Nitrado get their hardware. OVH. If you have a couple of people to chip in it is not bad. With Win installed will look like your PC. Using Steam CMD install is quick and simple.
Also if you decide to go that route and need help getting going after you have Win installed, feel free to DM me. About 10yrs ago I was new to it and intimidated by it. Today it is so so simple to get going, except Atlas, only game that is anything but simple. LOL.
We assumed trains were off the table when we couldnt get a tractor to work properly
Yeah happens with explorer too sometimes I can drive a few feet before but I ALWAYS get disconnected and usually when I log back in I'm in the vehicle and seem to be able to drive around without issue as long as I don't get out and jump back in
It just will take time and patience. That would have been announced if the devs did not have a plan. So many other games out there have MP, vehicles, they work but took time to get there.
today noticed some really odd behavior too lol
How high over the RAM specs and VRAM specs requirements are you? They will get it fixed up much better but with MP Dedicated you may find that you lack RAM. Empyrion is a game where many have said in SP they are fine but their PC can not handle MP with vehicles.
the car sitting at station on right is the back half of that train in the picture
and that car was flashing between multiple colors wasn't just white/red
Has anyone found that the dedicated server sticks during loading sometimes and needs a keypress to get it moving again?
not sure since I stopped being the host but had those issues on mine even when I hosted and I have 196gb ram with 1tb of hd space
oh and 15k sas drives
still disonnected everytime I got in explorer and started driving or everytime I jump in train
on the pic, when the train pulled out the cars from the station started teleporting back to the train was funny to watch
And still have 2 trains that simply won't drop/pickup some of their cars I've rebuilt stations add removed stops nothing seems to help
they hate stators because that's one of the items that just won't pick up and won't drop lol
going to hold off on building any trains for now
maybe when they release a few more patches
lol
Darn I thought I had a lot of RAM. LOL. Anyhow I am just throwing what info is in my head out there. I am betting most of you know almost more than I do.
and on my client I have 32g
so doubt that is the issue hehe
not sure how they going to reach stable by end of year though ... a lot of work to be done
You would be surprised how things come together. I have been surprised with other games many times. Just have patience and faith in the devs.
Thought it was funny how they said they had a big qa for this one and I was like umm how did your QA miss the lights on machines weren't working? it was glaring
you saying they worked on some? cause I saw a crap ton on q&a site
Could also be that lights were not on the priority list in the QA
Guessing honestly.
The devs are great and I hope with the coming of dedicated they will move their focus to multiplayer more because a lot of the issues we are seeing have been there since before update 3 but hosts weren't effected so they seem to be back burner
Sadly too many hours in this game bored with it already. Sadly also too many times starting from scratch too.
Yeah I have started over with every major update
and usually when I find someone to play with I start again and when I wanted to try some mods finally I started fresh
Well Dedicated is a big step so it would make sense to leave some bugs linger until this point more so if you feel they would just come back.
Yes very excited for it
hopefully I see a notification today in #patch-notes
Yeah I keep hoping :/
can we activate chrismas event on dedicated?
Itโs not Christmas yet ๐
November update turns all parts into turkeys for no good reason
XD
god that would be confusing
but snow ๐
Wait you have snow?
Itโs been so many years since if seen snow. I moved to a tropical island and now itโs just perpetual summer
lmao
hope we get snow this year
I bought a new car that has AWD...I need an excuse to test it
haha
Okay Iโve decided the disappearing conveyors must be a server hardware issue.
Just remember, on slick roads: four driving tires with no traction is no better than two driving tires with no traction.
Just switched the pc Iโm running the server on and it has no problems now
Noobsey it's a time played issue for sure, everytime we reboot we get a few more hours of it not happening
I just rebooted my server and I got a whole 5 minutes.
yeah, I mostly just want to try doing AWD doughnuts HAHA
I guess my save is at 100hours because I didnโt turn on the pause when nobody is connected lol
never seen this one
I was running the server on an i5 2400. It probably just canโt keep up xD
Showed picture earlier of no belts at all and then rebooted they were all there, didn't build them between the shots it was litterally a reboot and they were all there
yeah when I was placing you could see the blue ghost click made the sound but ghost stayed and then a few min later they just vanish and qwire was teleporting from left side of 5 smart splits to the right side and up the lift no belts inbetween were visable lol
^^^^
hmm ok yeah mine is linux as well
Ahhh
Good to know.
That might be the issue then. I just spun it up on a windows 10 machine and didnโt have any immediate issues
Iโll play for a little while and see
Hmmm now I canโt get the server to connect online though :(((
Take a look at the seven-step troubleshooting guide on the Wiki
This may be a stupid question. But did the manual save button on dedicated servers get removed?
is there a fix for trains not docking on a dedicated server? I cannot get a freight car to unload no matter what I try. Other cars in the same train will unload just fine
Fixing trains right now is kind of black magic. I have heard reports that running power to each station helps (and that it doesn't help); I have heard reports that rebuilding the station helps (and that it doesn't help); I have heard reports that downloading the savefile and rebuilding the station in single-player helps (and also that it doesn't help). All I know for sure is that trains on Dedicated Servers are really cantakerous right now unfortunately
I've tried all of those.. I've had luck downloading the save file and running it in single player for a different freight platform, but not this one
very weird
so far it seems drones are the only reliable mode of transportation other than belts
yeah trucks and trains are a bit wonky
ive had to toggle the load/unload button a bunch of times on each station.
sweet, more incantations (:
always!
haha I don't have any problems with my trains๐ฒ
one other thing that sometimes helps but not always is to rebuild the station unloading/loading platforms and when you click hold your mouse aimed at the build location until it is completely done, I have done everything and still have 2 that refuse to load/unload but the rest have fixed and working by doing this
it was one of the work around jace mentioned in one of his videos
works about 70% of the time
kinda like the programmable splitters they go stupid but found that if you click the add however many times you need items on each slot ... close the ui, open ui change no more than 3 from any to what you want then close and reopen and repeat until done they work just fine
I'll give it a try, thanks
so I plan on using a host (GTX) for a server, what do you recommend as the settings for it? Probably like 4 players max with very large factories
Pretty stable with one CPU Core (I have 4 but the server is single core threaded) and 8 GB RAM. I am sure though I will hit the spot though needing 10 GB with a really big and stretched factory though
So, Monday evening and no server update alrady? Are we happy? Time to deploy U5? ๐คฃ ๐
what about the CPU clock speed? Because I have no idea what is a good speed or bad xD
2,4 GHz
really? I would've thought the game would be quite cpu intensive
Distro Details
========================================================================================================================
Date: Mon Nov 8 20:26:18 CET 2021
Distro: Rocky Linux 8.4 (Green Obsidian)
Arch: x86_64
Kernel: 4.18.0-305.25.1.el8_4.x86_64
Hostname: <>
Uptime: 4d, 21h, 11m
tmux: tmux 2.7
glibc: 2.28
Server Resource
========================================================================================================================
CPU
Model: AMD EPYC Processor
Cores: 4
Frequency: 2445.404MHz
Avg Load: 0.88, 0.89, 0.78
Memory
Mem: total used free cached available
Physical: 7.5GB 5.1GB 2.1GB 1.8GB 2.1GB
Swap: 0B 0B 0B
Storage
Filesystem: /dev/sda1
Total: 151G
Used: 6.7G
Available: 138G
Network
IP: 0.0.0.0
Internet IP: <>
Game Server Resource Usage
========================================================================================================================
CPU Used: 45.5%
Mem Used: 66.4% 5033MB
Storage
Total: 4.7G
Serverfiles: 4.3G
Backups: 28K
interesting, thanks
No worries ๐
Hi, anyone has an idea why I would now be gettign this error ?
I was able to connect, created a game, but for some reason I can'no longer log on and play on it
do you get the same error when trying to reconnect?
Have you opened the port 7777 on your firewall as well?
yeah ports are open as far as I can see
and yes that error appears when I try to connect
Initial setup is not done on that port. So it might be most likely a firewall ruleset "issue"
Is this your server, and is it local to you or hosted elsewhere?
I used that powershell command to set up the firewall stuff
it is up and running, I have seen stuff appear when creating a new game, it's on another machine not inside my network
so it's remote to you, got it. I would suggest then working through the seven-step troubleshooting process you can find toward the bottom of the Wiki page
You need to open the ports on the server or firewall of the server or router before the server
Damn bot ...
it is strange because when dedicated servers launched I was able to log on
not just your machine, as your machine is connecting to the server..
@vagrant turtle the ports have beenopened on the server, and using that script I can see that it's listening
Can you tripple check? Can you try to querry the port? (Try www . microsoft . com / en-us / download / details . aspx?id=17148)
Yeah, you were able to connect to the querry port. You weren't using the game port.
oh, running a windows server?
Just because it listens on those ports it doesn't mean the firewall is opened up for incoming traffic ๐
guys, hows the game running on server? is it comparable to a host experience or more like a guest?
hold on ... might have found something
Word around here is that's running pretty well for experimental state. Lot of stuff has to be added, but the basic usage experience is really great. Especially because you can set the server to continue even though no one is connected to it.
ok ... nm folks ... my stupid mistake. My server machine sitll had an ARK Server runing and listening on 7777 too
that might cause issues!
rofl.. yeah, I shut my ARK servers down .. but I thought ARK used TCP instead of UDP
Yeps, I had turned it off, but it was starting up automatically after server rebooth.
think it uses both for some things
its using unreal engine so its basically the same
yeah, I changed my arkmanager settings to not auto start on boot.
way before I even heard of Satisfactory heheeh ๐
if you had multiple IPs on the server you could change the bind address so they could run at the same time on different IPs
RIP ๐
Why would you use TCP for server communication?
yeah gameservers usually use UDP right
Mostly UDP, TCP isn't uncommon - neither is a mixture of the two
depends on the application, and if it requires data flowing in specific order, rather than UDP that can come in out of order.
Mostly for transfering stuff. But pure update traffic is done by UDP. TCP has way too much overhead for quick update packets
So how's dedicated running performance wise?
Have a NUC core i5 5250U with 16G ram.
Would like to get a picture whether that machine is viable for like up to 20 clients.
The disappearing belts is not a Linux only issue ๐
My windows server just gave me the same problem with belts.
yes 16GB of ram is more than enough, that cpu should be enough, vehicles + paths take the most CPU
@late coral You need a massive save and or a lot of players to reach 8gb ram on a dedi
Been playing on dedi for about 50 hours (my fiancรฉe and me). Itโs working pretty decent in general. The only thing thatโs bothering us is the frequent disappearing of belts. Theyโre not getting deleted or anything, theyโre just not rendering (but the physics are, so you can bump into them). Besides that; awesome performance.
Just Reboot on a 24h loop
I've switched my games to server to keep ticket production running. They're running great with the exception of vehicles.
Heard on refined R&Do discord there's an issue with dedicated only using one thread. But a fix is on it's way
Already doing that, but sometimes it happens right after a fresh boot
Do your vehicles crash? Because I was also thinking of letting the tickets run while weโre sleeping ๐
Refueling and loading/unloading is unreliable. It's working fine on one route but I can't get them to do it on others. I could tranfer the save to single-player and then create the routes but I can't be bothered.
Thx for the info ๐
Clearly not cause I have gotten up to 12% CPU usage on my 5600X in a world with 50+ vehicles doing paths, it was not just using 1 thread.
Maybe a OS specific problem?
maybe, but the linux build at least performs pretty well
99% of problems are bug related, not performance (in my experience)
hey people, im trying to startup my server, but its given me the same warning over and over. Tried the portforward thing 15777/15000/7777 UDP, but it won't get past this line of text https://i.imgur.com/D6DBZM5.png
Gues it's called experimental for a reason ๐คช
can you connect to the server anyways?
my server spits the same warnings, but works fine
For future reference @rare jewel ignore warnings, look at errors(in red text) but still ignore unless there is a problem with connecting.
gotcha
(and the errors don't mention saving)
btw, do other people have to type in my ip adress or how do they actually connect?
they need to type in your public ip address
google my ip
and you need your ports forwarded
got it, thank you guys
also make sure to make a client password ingame (that is different from the admin password)
so you don't get randoms guessing your ip
like zoom raids?
pretty much lol
with the size of the satisfactory community it is unlikely, but you might as well defend it.
Don't want to lose hours of work because a jerk found your unsecured server ๐
load autosave xd
it saves everytime someone joins / leaves
at least i think thats what the latest state was?
yeah, still those roll over, and depending on how quick you notice / react well...
also not everyone does daily backups (even though they should), and even if it is a quick rollback nobody likes the stress of actually having to do a rollback
a quick password will make it so you almost certainly won't have to worry about unauthorized people
would still love to see a user whitelist option eventually, but I am a bit of a security nerd ๐
@flat forum my friends tried to join, but all they get is "Server name pending" with "Not authenticated"
i did claim the server, im in the game
im gonna double check the upd port in my router. one sec
did you connect with the external or internal ip?
my public ip
oh
then it probaby is a port issue ๐
There is also a website called "can you see me" that can be used to test if ports are open
That site only checks TCP, not UDP, ports.
ill say right now, my ports come back on most port checkers as closed, but my friend still can connect via web ip
idk if its a me thing or common
..because most online port checkers don't look at UDP ports
im new to this, appreciate the input
Ok my b. That is advice I learned from Minecraft which uses TCP ๐
k nevermind that site is also not working
so question regarding DDNS, that address should connect to the server aswell ? without giveout my ip?
They can, but, it doesn't hide your IP from anything
you can connect with a hostname just fine, but anyone with your hostname by definition has your IP
also, there is a bug
And satisfactory doesn't save ips, it saves their resolved form
okay, i figured it was just a rerouting and not worth my time
and you shouldn't care about people knowing your IP, its called a public IP for a reason
if your dynamic IP address changes, the server manager saves by the IP address even if you use a hostname to add the server
^ this right here
see ive seen different answers to that, glad to have it cleared up
if you actually care about stuff like that you wouldn't open any ports or connect to the internet at all
If you want to get an IP from a DNS just open command prompt and type ping my.customdns.com
Will spit the IP right out lol
But also, it really isn't much of a security risk
okay, thats all super good to know, not trying to run anything huge but been hesitant to invite randoms
having a domain is simply for vanity, ease of typing and sharing
no increase in communication times for people?
No
The dns gets "resolved" to your ip internally and then the IP is used after that
So outside maybe a couple milliseconds on first connection there is no performance difference
^this
think of domain names as like a phone book (if you remember or can conceptualize one).
instead of looking up "John Smith" and getting a phone number of 555-1212, you're looking up johnsmith.dyndns.org and getting an IP address of 169.254.24.56, which your computer then 'dials'
haha makes sense, just puts a name to the bunch of numbers being my ip
exactly
you leave john outta this, hes a good guy
Sully was good at landing without a runway that one time. it's a good name to paint with
ill say tho, you guys are the unspoken heros, always troubleshooting people like me who have no right running a server haha
we all remember what it was like when we first started
though it was a lot slower getting help from usenet (:
yah id assume there wasnt nearly the community or reasources we have now .
suffice to say it's a lot easier to find good help; the problem is sorting through all the bad (though mostly well-intentioned, yet inaccurate) help (:
Also not having to worry about needing to change your mail address when you switch ISPs. And having mail that is actually private. (Using Soverin in NL)
This can also be accomplished by just using a 3rd party email service by Google or Microsoft or others, but like everything in computing there are a dozen different ways to do anything
Best rule of thumb, if it works it is the correct way to do it
so my little look into ue4, most of its single threaded? should cause issues running on 1 core eh?
yo guys how do i increase the player cap for the server?
Some config file somewhere
search for it, seen lots of people asnswer it
ok ok chairs
GL!
since this is literally the most frequently asked question, I have added it and its answer to the FAQ section of the Wiki: https://satisfactory.fandom.com/wiki/Dedicated_servers#How_can_I_have_more_than_four_players_in_my_server.3F
Is the self-healing to three bars broken on the dedicate server, or is that just disabled for multiplayer?
where do i place the custom ini file to increase player cap?
Thanks
o/
Anyone know why some of my friends cant join? They getting like a weird error
2 of them have been able to join tho
define 'weird error'
if some people are able to connect to the server that is a pretty strong indication that the server is configured correctly
Yeah 2 mates can join but two cant, ill get a screenshot real quick
This is the error they see
This looks like your server is not running on the standard port. While this is not inherently a problem (as evidenced by the fact that some folks can connect) is there a reason you chose to do this?
Ohh ok ok, so how do i change the port?
it should run on the default ports by, erm, default
are you running/managing the server yourself (either locally or at a hosting provider) or is this a managed server you're leasing from a game-server vendor?
that's a problem
you need to have all three ports enabled and properly forwarded to the server
this is a known thing iirc, but - what is it about? ๐
well if you set the server up using the steps outlined in the Wiki, it should be using the default ports
first things first: is the server running on Windows or Linux?
windows
okay. Let's double-check which ports the server is listening on
Yeah two of them can join, weird
open a Powershell window, and run this command:
Get-NetUDPEndPoint | Select-Object LocalAddress, LocalPort, @{Name="Process";Expression={(Get-Process -Id $_.OwningProcess).ProcessName}} | Sort-Object -Property LocalPort,Process | Where-Object{$_.Process -like "UE4Server-Win64-Shipping"}
show the results here please
do you have multiple game servers running right now?
something's listening on port 27015/udp, and that's unusual
I'll for the moment assume that nothing is getting in the way.
so the server is listening on the correct ports.
oh.. kaaay, so that sounds like the server is happy, and if some people can't connect they may just need to keep trying
glad to have, er, helped?
Yes you did, cheers
Ok wait last thing, where do i place the ini file for increased player cap? @quick mist
at the location specified in https://satisfactory.fandom.com/wiki/Dedicated_servers#Configuration
Do i have to make the wwindows server folder? Its not there for me
have you gracefully shut down the server yet? I think it creates that directory the first time it's properly shutdown
(don't just close the server window; go to the Server Manager and use the Console there to send the quit command to shut the server down)
Will it matter if i make the folder manually?
that should be acceptable
Yep
ok will try
Yeah no good. im having a thorough read of wiki rn
are we able to change how often the server saves? I looked at the wiki and didn't find anything mentioned
I don't recall a command or setting to adjust the autosave interval off the top of my head, but I'm sure that will be added in a future update
sounds good, I have gone through all the ini files as well and didn't find anything
thanks!
sure thing
just wanted to make sure I didn't miss anything lol
Found it ^^
the directory was in a different location, i think because i am using the server thing from steam
not steam cmd
I think Lach was referring to finding the source of eir problem, not the autosave interval setting. but please, Lach, correct me if I'm wrong (:
OHH LOL
cool deal then ๐
not to sure why, but if you are the owner of the server, than the saved files in AppData\Local\FactoryGame\Saved\SaveGames\server
I suspect that there might be an issue with the server manager when connecting to a server via DNS, and the IP of the record changes
Yes, when you add via hostname, it silently looks up the IP and saves it that way. this is a known issue
Cool, better go upvote
that's to keep the save files save if you decide to nuke and reinstall the server
makes sense
yeah all sorted, thanks for your help :))
you bet, glad you're in business!
so hardware wise any idea if an older fx 6300 could manage, its not the biggest single core hitter
I'm honestly not sure.. all I can say is it can't hurt to try. it's not like the server software isn't free (:
Would be fine, I'm running it on an Xeon 2620 v4 and now we reached tier 6/7 the lag/bugs are taking over :p
hard to complain about that I reckon (:
Meh, it's a bit annoying to be honest :p
Now we reached the bigger build we have some annoying glitches :p
Like glitching underneath the map with the explorers
And the inability to see how full belts are :p
I know for a fact they're working on that last one
:D
Happened to me to real sad lol
For us it took like 1,5 hours to recover because, the positions kept glitching to coordinates 0,0 after that
We had to recover from a previous save and edit the positions in the save editor
Something about multiple hard drives that were lost :p
Literally 2 minutes in and had to reboot because of the belts ๐ฆ
it must be something else that causes the issue because I just reloaded and the belts immediately broke
so it isn't just time based
I don't know the cause, but I sure know it happens
lol I guess I will finish this project one reboot at a time xD
Cannot find GameSaves folder.
Not appearing in /FactoryGame/Saved
I just completed a save in game and console says it was successful
Not sure what to do
Linux or Windows?
Windows or Linux server?
Linux
File path should be on the wiki
look in ~/.config/Epic/
cheers
I see the wiki doesn't mention a container coming soon anymore?
Are Trains still fuxxored on Dedis?
"soon" is subject to interpretation, but my understanding is that CSS is still planning on providing an official Docker image
they are, shall we say, cantankerous?
Perfect
Does anyone know if the dedi server has any sort of "Network Quality" option like the client?
not yet
okay ty ๐
If I wanted to sell server hosting services am I able to promote that here or? (Satisfactory servers)
Ah okay i just seen them thanks ๐
i am the only one having big issues whith conveyor belt disapeaering &
Known bug
only thing is to reboot server i imagine ?
AFAIK
Sup? how goes the server hosting?
Your server is seemingly not running on the standard Game port. That is potentially a problem since -- as I recall -- your hosting rig is expecting the default ports. Correct that with whatever mechanism is being used to start the server within the Docker container and things should start working smoothly.
still going ??
there was roughly a 23 hour pause
wow u earned a plate of cookies
still it was 5min fix
glad there is people like u around here
keeps me more grounded
good, that's an important safety measure in case of an electrical short
i cant get are map to load in i tryed pulling the sestion name and it is not working
create a new game with the same session name, then move the files out and put in your map files?
ok
partial fix for disappearing belts... not a long-term fix (as rebooting seems to work better)... but leaving render distance and coming back made my missing belts reappear
yep, that workaround has a pretty good success rate
awesome
Is it possible to run a server even after turning off my computer? I know that you can buy servers, but i made it myself with steamcmd for free.
see the Wiki, there's a link to a page called 'Running as a Service'
if you set it up that way the server will restart when you reboot the computer
Great, will take a look!
cheers
Hm, no luck yet. Could you help me out here? I can't find anything useful..
Tyvm!
sure thing.
Hello everyone, I've been working on a Satisfactory server configuration for our community. I run our servers through TCAdmin 2.0 which runs the servers as a Guest account within Windows. The default location of the save game (Appdata) is problematic for Windows Guest users since the profile is deleted when the guest logs out. Is there a way to configure a different save location (I'd like to put it in the FactoryGame\Saved folder under the actual server file directory)?
I did some searches on the Q&A forum and in here but didn't see any information. I might have missed it as it has been a long day.
Thank you!
no
u could try putting a folder into cmd though
move save
far as i know for the search to find save for load session has to be in a certain spot
and they used the system calls so files are always in same spot for devs
Yeah, the workaround I was thinking of doing would be to set a script to run prior to start which copy the files from the server directory to the proper AppData location, then another one when it stops to move those files from AppData to the server folder. I was just hoping there was a more elegant way to do it (like a command line option).
In a past life I did game server configuration for a GSP and this type of behavior was a huge issue for us.
Thanks for your reply @slim spoke, I hope they add that option. Most UE based servers will save to the local folder vs AppData... I do appreciate that this is 100% experimental and they are working these things out.
ya we are waiting to see what all we get for options .. check the threads see if that is about things like that we would like
i think there was a thread for people to suggest
I'll take a look around. I did upvote this request on the questions forum as well
they also had to match the ingame server host stuff so maybe later they can separate and allow it
threads here
server api brainstorming ...
I'm not complaining... I'm really happy that they started working on dedicated servers ๐
should join it
i know join that thread though its for people to suggest the ideas for server and the api
ty
i am getting this error now and then??
yeah tried that
any diff errors?
cause that looks like it was connecting and lost connection/got dropped
I like to start my on server but i dont own satisfactoy on steam i hew it on epic.
The steam server tool is not showing up in steam tools list and even the developers they said it should be there even if you dont own the game on steam.
Wath can i du?!๐
pins/channel pls link
Did someone already test if the drones have the same problem as Vehicles and Train?
So how good / bad is the dedicated server these days?
is it worthwhile going through setting one up? or does it need babysitting?
they are doing pretty good
its running quite good
well u should setup a restart once a day
I mean, I got a box with 32 cores and 128Gb RAM with a ton of spare capacity..... and I'm wondering if its worth the time to screw around with.....
but sadly, its only a RAID10 of HDDs - no SSD in that system, but at least they're 15k SAS drives....
right now while they get them ironed right out the restart helps keep it running good to play on. as they get more done it should get better
https://i.imgur.com/si2jRsT.png
This is a decently sized save. No problems with running 24/7 so far
as server right?
how much disk space does the dedicated server need? Given that it only has 1.2Tb in the whole server :\
haha
only about 10GB
@tacit finch yeah, a 2RU box in a colo.....
ah k
so not too bad.....
at some point, I have to send up some 1Tb SSDs - but right now, the hardware raid is quick enough for what's in there..... mostly code building and web servers....
sadly, the bullshit RAID controller doesn't have a cache on it, so it's write speeds are pretty crap ๐
but its: 32 x Intel(R) Xeon(R) CPU E5-2630 v3 @ 2.40GHz (2 Sockets)
My server is running on a bunch of 7200 rpm drives in raid 5 and doesn't have any problems. It runs my Minecraft, Ark, and Conan exiles servers.
Mhm...lemme do my math...1.2Tb space in SSD and then a shitty raid controller?
Why SSD?
the drives in there atm are SAS, not SSDs....
ahh sas k
iirc, they're 15k 600Gb drives x 4 in RAID10
I've never actually seen the server - it went straight from the seller to the data centre and I never got to play with it hahahah
would throw some money at it for a better raid controller. Colo is to expensive for shitty or faulty components.
if u got a fast drive that could hold the save .. u could put the folder with saves and configs on it and point to it
since they use system calls to that stuff
๐
yeah - I haven't been able to find a better raid controller under ~$400-500AUD :\
Thats why I said throw some money ๐
I actually have a library that can be injected into the game server that will redirect ~/.config to wherever you like
IOREDIR_SOURCE=/home/user/.config IODEDIR_DEST=/path/to/wherever/you/want LD_PRELOAD=ioredir.so UE4Server......
just symlink it somewhere else instead?
ya and the save/config folders not that big
that requires that you know where it's gonna be in the first place ๐
since the directory name is based on the port number
all that being said, I just found a Dell H730P on ebay locally for $150AUD, so I placed an order hahahah
that has 2Gb of NVRAM flash cache on the card....
its in the same state as me - so that's a bonus..... but I have to send it to the colo in another state hahahah
just wondering if I should send 2 x Samsung 870 EVO 1TB 2.5" SATA SSD in the same package up there hahahha
so its not to bad .. at least its not long wait to get it
huh, i just got a message saying my server was restarting. i don't remember setting anything to restart at a specific time
its for sanity
given how things are going, it'll take ~10 days to get to me, and probably another 2-3 weeks to get to the colo :\
Australia Post is just royally fucked atm
Servers go to sleep for 2 seconds automatically after running 24 hours
ahhh
And with just 2 seconds of sleep they manage to stay up another 24 hours :)
ah
Peak efficiency
they run on the high octane 4shots of expresso in xl coffee
Hey, where can we simply send Logfiles so that the Dev's can inspect them, like after a server crash?
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @slim spoke
you have to post files to somewhere and link them in your post
There really is no use for any kind of fast storage for the Satisfactory server :p
It is only ~4G on disk and does almost to no IO once it's started
tbh, that was more of a general want hahahah
having no write cache is a pain in the ass ๐
But it is good for data consistency and crash survivability :p
well, the DC has 3x redundant power phases, so in theory, it should never lose power ๐
hell, the server has 2 PSUs....
but the more UPS in the loop, the more chance one of them will fail ๐
Yap :p
But even then, we have had a power outage over multiple DC's over the years that had fully redundant systems ๐
So I always go on the safe side :p
tbh, I'm more likely to screw something up in the middle of the night (like now) and toast the server haahah
Hehe xD
but hey - I got a $5 discount on that RAID card, so its only $145AUD ๐
even if it doesn't work, I'd still try it for that price hahahha
given even the second hand stores are wanting $450AUD+ for them
Nice price :D
I just use JBOD/ceph for most of my servers.
And then just a raid 1 for the hypervisor
its the annoying mini cards that have the pinned out special connector for the RAID card
otherwise they don't show properly in the iDRAC and become a pain in the ass to deal with remotely
That is annoying :p
yeah - problem with that is when you're doing remote hands too - its easy to say "put that drive in the bay with the flashing light"
I just use the command line utilities from within the hypervisor to manage em ๐คท
otherwise, its a 2 hour flight each way + uber for me to get hands on hahaha
That is alot of expenses :p
if that wasn't the case, I doubt I'd even use a hardware raid card.....
my hosting is free hahahaha
Nice xD
well, not free..... it also hosts a stratum 1 NTP clock that's been keeping the ISPs stuff in line for nearly a decade....... just upgraded the hardware along the way
if I could get a reasonable GPS signal in the DC, I'd change it to a stratum 0......
but alas.....
Any kind of external signal in a DC can be a problem to receive :p
Especially when the DC is underground or build like bunker :p
hmmmm - the steam download has hung :\
just stopped scrolling the lines...... wouldn't let me Ctrl + C either hahah
reboot, started it again, and now its downloading about 8x faster......
go figure.
Strange :p
must have picked a more local mirror this time
3 minutes from 28% -> 80%
So I only need UDP 15777 / 15000 / 7777 open, right?
linux of course hahahah
I like that there's an example systemd file that does an update first ๐
Yap :)
but too bad none of the paths match the example for installation ๐
It's not like that's rocket surgery to resolve though
I know - I'm just picky ๐
ok, time to reboot into Windows and see if I can connect ๐
out of curiosity (and I mean that; I don't care if it's Knoppix)- what distro?
โDoctor, heโs crashing!!!โ
โWe need 30ccโs of MotoSynth.ini injected into the RuntimeOptions.ini, STAT! And get me the guy in Toronto whoโs an expert in EditorScriptingUtilities.ini via discord video chat!โ
BeOS
A lamented friend
An old curious POSIX
Implementation which is
Beyond end-of-life
well, that worked - connected and adopted fine.
sweet
this is running on Fedora 35
for the next few weeks anyhow (: Fedora's rolling these days, right?
1 player, 6% CPU usage hahahaha
lol
nah, its still release driven......
Server is only single threaded :p
14% of a single core
its in the works though to be fixed
server manager?
yeah
did u do localhost or 127
nah, a public IP
external then make sure port forwards are setup
ports: 7777/udp 15000/udp 15777/udp
router firewalls and such
yup if none were used before
did u use docker or anything?
nah
udp6 0 0 :::15777 :::* 1524/UE4Server-Linu
udp6 0 0 :::7777 :::* 1524/UE4Server-Linu
udp6 0 0 :::15000 :::* 1524/UE4Server-Linu
its listening ok
are u on lan with it?
nah - its in another state hahaha
nah, its ipv4, but the ipv6 udp socket means it listens on both iirc
thats why
On Fedora, binding to :::<port> implies 0.0.0.0:port
list is jsut v6 listening
no it's listening to both
I can connect to the server ok
what status is showing timed out
oh, wait - now I can't ๐
o.O
if for some reason the IPv6 stack is tipping over, you can add to the server startup args -multihome 0.0.0.0 and that will force it to only use IPv4
LogGame: Error: Network Error Recived: Type: ConnectionTimeout, MSG: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 5.02, Real: 5.02, Good: 5.02, DriverTime: 660.01, Threshold: 5.00, [UNetConnection] RemoteAddr: [::ffff:<MY IP>]:53982, Name: IpConnection_2147476477, Driver: IpNetDriver_2147478406 IpNetDriver_2147478406, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
yep it looks like the client was indeed transitioning to IPv6
ya but his eos didnt go
maybe server restart
if beacon port isnt good it will drop u like a hot potato also .. so might be worth a check
I'm trying with -multihome 0.0.0.0 now..... but that shouldn't matter... in theory....
it recognised the server was online though.....
on server cmd line it does
now it says offline when I'm restarting it on the dedicated server
Lots of things about IPv6 in practice are theoretical IME
multihome v4 and v6
"Server is preparing a new game"
"Could not connect to the server"
ipv4, v6
How much ram does it have?
Should be enough
eyyy - now I can connect ๐
What was the issue? ๐
no idea - it gave me the TIMED OUT error multiple times, I clicked on a few different tabs, and then it started responding......
but while I'm connected, if I go to Server Manager, then check the status tab, it tells me I'm not connected and the TIMED OUT error happens
Strange :p
yet I'm in the session
You also have IPv6 available locally?
not atm
that VM doesn't have IPv6 set up either
kept hitting retry and now it works hahahah
the Load Game and Save Game are save files on the server, right?
thank god for that.... I just thought I hosed my many, many hour local save hahahah
well, given that's running, and its now past 1am, I think I'll shut it down, go sleep and play later hahaha
thanks for the help / pointers..... makes life easier when you're tired hahaha
o/
SHut it down?! set it to stay running when empty and come back to full storage containers and a power failure you canโt figure out.. ๐
and stalled production
well, more cos I want to try and transfer my local save onto the server ๐
so I'll have to trash a session or something first....
but that can wait until I don't have to be up in 6 hours for work hahaha
touchรฉ. ๐
Iโm actually at work ๐
[cough] โworkingโ [/cough]
thankfully, at 1:13am, I'm not at work hahaha
Yes
ok, gotta run.... thanks again all
Cya o/
ciao
Ok the only Transport Vehicle working without problems on dedicated servers is the Drone....Mhm...
Yeah it's a bummer
are there any open public dedicated servers?
They will be available from EOS as soon as Epic deigns to make them so.
in the meantime, the software is freely available to all from SteamCMD
This means you donโt have to have an account on steam to run the dedicated server from the command line. ๐
any knowledge on what effect (if any) the -NO_EOS_OVERLAY and -USEALLAVAILABLECORES startup parameters have on dedicated servers?
saw a few days ago that the USEALLAVAILABLECORES did less than we would have expected how the gameโs usage of loops works.
Now, this was before a couple of the recent patches, and Iโve been camping in the Adirondacks so something may have changed
There have been no further patches since the dual-IP-stack fix
OK, thanks. I've enabled both options, and so far haven't noticed any perceptible differences. But then again, I only allocated 4 cores to the VM
First of all, I want to thank the CoffeeStainers for getting this dedicated server out ๐
I'm setting up a server with docker using some of the community GitHub images available so far and it seems working fine.
That said I'm looking for a way to increase the number of savegames the server does, it seems to rotate 3 savegames, and after reading this channel quite extensively, i saw people talking about FG.AutoSaveInterval and FG.ShowAutoSaveNotifications , but couldn't find where to setup those, and anything for number of rotating saves to keep (i would like increase that number to 50 for example, and if possible use a timestamp in the name of the save)
Is this something planned or possible ? (like a FG.MaximumRotatingSaves = 50 feature to put in one of the INI files of the game ?)
And format them to something like this (having timestamp instead of current 0,1,2) ?
SessionName_autosave_$timestamp1.sav
SessionName_autosave_$timestamp2.sav
SessionName_autosave_$timestamp3.sav
...
SessionName_autosave_$timestamp50.sav
Hope this makes sense.
Thanks in advance & continue the great work !
yes there is a setting for number of saves
@vocal jungle do you mind sharing that information, I unfortunately wasn't successful in finding that option, and where to apply it on a dedicated server ?
looking for it i know it exists someone said it here a week ago and it stayed in my head
but no the name of the setting
ok, appreciated, i only found the 2 options I mentioned, but started yesterday looking for it ๐
Putting a timestamp in the filename is superfluous as it's in the metadata (see e. g. the output of stat filename.
@quick mist that's only useful if you can see that information from elsewhere, not very practical for backing up the save elsewhere which could rewrite that metadata
With the timestamp in the filename it would be very visual without requiring a third party tool to know which savegame file = date
@clever sonnet i am pretty sure you need to edit FactoryGame/Saved/Config/LinuxServer/GameUserSettings.ini
under [/Script/FactoryGame.FGGameUserSettings] find mFloatValues
add ("FG.AutosaveInterval", 1200.000000) to the value
ie:
@feral dawn thanks !
You can also set those values through the in game server console.
mFloatValues=(("RTPC.Master_Bus_Volume", 1.000000),("RTPC.Music_Bus_Volume", 0.000000),("FG.FOV", 120.000000),("FG.FirstPersonFOVModifier", 1.300000),("FG.MouseSensitivity", 0.014267),("FG.AutosaveInterval", 1200.000000))
They get added to the ini files and saved for you.
ah i didnt know this ^
is there a place that exposes all the available "keys" and potential values/default ?
@rose valley thank you, didn't know that.
Bogdan, do you have an example of setting these values via the cli?
@rose valley but whats the one for say have 5 saveslots over 3
<variableName> will just display the current value.
<variableName> <value> will set a new value.
yeah saveslots would be appreciated, i want a "lot" ๐
oh that's nice
Don't remember from the top of my head but it was discussed in this channel before.
I know i cant find it ether lol
I am unsure if this is particular to the dedicated server but I have found several trees which can be cut over and over again and always drop resources.
https://youtu.be/cZ0DxcUe_G0
yeah i went back a long way, but it was challenging, if we could find those back and add them to the wiki page
This the place for troubleshooting related to ded-servers, right?
I wonder if there is a file with all the INI keys/available somewhere so I could just check the stuff i'm interested in for the savegames ๐
well that's useful ๐
I can't seem to connect to a friend's dedicated server. I was able to do so last night, and at one point, buildings weren't materializing when I set them. They were remaining in blueprint form and taking my resources, so I exited out to see if reloading fixed the issue. Haven't been able to reconnect since. This is what my friend's log reports when I try to connect:
[2021-11-09 17:31:37] [LogOnlineSession]: Warning: OSS: EOS-OSS: No game present to join for session (GameSession)
[2021-11-09 17:31:37] [LogNet]: Join succeeded: TheNightmareTank
[2021-11-09 17:31:37] [LogNetPackageMap]: Warning: FNetGUIDCache::SupportsObject: Desc_CartridgeStandard_C /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Equip_Rifle_C_2147083696.Desc_CartridgeStandard_C_2147468618 NOT Supported.
[2021-11-09 17:37:36] [LogNetPackageMap]: Warning: FNetGUIDCache::SupportsObject: Desc_CartridgeStandard_C /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Equip_Rifle_C_2147083696.Desc_CartridgeStandard_C_2147468618 NOT Supported.
[2021-11-09 17:37:36] [LogGame]: Removing Detail Actor from Owner: 0x%I64X
[2021-11-09 17:37:36] [LogGame]: Warning: BP_MaterialEffect_Dismantle_C_2147468395::SetMeshes, This cannot be called after PreStarted.
[2021-11-09 17:37:36] [LogNet]: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2021-11-09 17:37:36] [LogNet]: UChannel::CleanUp: ChIndex == 0. Closing connection.```
Meanwhile, this is all I see: An endless loading screen. Even the flavour texts reached the end of their cycle.
Annoyingly DumpConsoleCommands isnt a thing in Satisfactory ๐ฆ
It seems to be whining about my Rifle for some reason, but I can't seem to do anything about it.
@raven kite - While maybe not the best solution, the server host could use a save game editor to delete your player, if your player has become corrupted. Perhaps someone has a better solution.
@feral dawn did you find a list of all FG.xyz commands possible ?
ohh where is that ?
If u wanna know for the game client, open the games console (press the Tilda key twice to get the big console version)
then type FG. and look at the possible values it gives
nothing there to do with save slots though, but that might be a cvar that is only on the server software, but it's not possible to dump the commands from what i can tell
ok i was trying that on the "server" console but it doesn't seem to autocomplete, will try on the client.
yeah, that's why i was hoping DumpConsoleCommands was in this
Dump them on the client (help)
not a thing, according to the console
Most of the things apply for the server as well, except obviously gfx related things.
Do it from the main console, not the server console.
Goddamn. I could swear this worked before. Maybe it's only there in dev builds.
Ah a shame, highly possible!
Is it possible these cvars will be searchable in the header zip that is supplied with the game?
Just hang tight. All the important options will slowly be added to the UI.
No, they won't be there. Most cvars are defined in CPP files, not in headers.
Wheres the #ThanksBogdan emote
Wish I could have done more.
You responded at all, more than what most game devs do from what i know lol ๐
@rose valley if you find the number of saves option somewhere too, i'm looking on the local client with autocompletion on FG.x but can only find interval save & notification option
Won't be able to look until tomorrow but I will try to remember.
thanks, appreciated !
I once got an email back from John Romero when I recognized his name from the Wolf3d and Doom credits and correlated it to the games' source code I used to punch in from Nibble. Devs often like to interact; it's a question of having sufficient time to (:
Throw it up on the QA site so the idea doesn't get lost (:
And the right kind of community.
@clever sonnet looking through the header files (because i wanted to ensure it wasnt there)
there is a setting called mNumRotatingAutosaves which lives in [/Script/FactoryGame.FGGameUserSettings]
just checking to see if it works
ah wait it doesnt live there.
@feral dawn where would I apply this ? in the game.ini file ? (I can't seem to find that option in the console directly or which namespace it belongs to ?)
i'll double check it works first, then tell ya
no point giving u info if it doesnt work haha
i can try no worries ๐
alright sure erm
we are all here to help if possible ๐
soo
FactoryGame/Saved/Config/LinuxServer/GameUserSettings.ini
[/Script/FactoryGame.FGSaveSession]
mNumRotatingAutosaves=10
I've added this to the top of my INI file, but i dont know much about the engine and if it will even set it, but worth a go
I didn't have a GameUserSettings.ini, only Engine/Game/Scalability.ini files, trying with yours and report back soon ๐
I set my autosave to be every 4 seconds and it's not doing what i expect, still 3 saves
but it was fun to look ๐
That's some pretty impressive detective work. You'd probably need to put that into a different in file tho. Look at the start of the class in the UCLASS definition, for a keyword config
Best way to post logs and get a possible bug fixed?
QA site, Skipp
Awesome thank you gents, got a gnarly bug with the train system. Keeps on breaking our game when it has too much at a certain station.
You using the latest Ptero egg?
Er, not sure tbh - not updated the egg since the -multihome commit
I ammended ?listen myself though
Who has access to modify the wiki?
anyone who registers for a free account. Including potentially yourself