#dedicated-servers
1 messages · Page 192 of 1
Is anyone running the DedicatedServer on windows, who can tell me where the file path where the INI Files are?
Linux is FactoryGame\Saved\Config\LinuxServer, I assume it's WindowsServer, but i dont know.
see the wiki for file locations in Windows
Thanks @feral dawn Applied those settings in the Engine.ini config file and now I got my 50 saves 🙂 (well 4 for now, better than 3, but every 5 minutes of zooping will feel safer now !)
Zoop was a cool game back in the day. I should see if I still have my copy in the archives
All good @clever sonnet - I have added to the Talk section of the wiki -> https://satisfactory.fandom.com/wiki/Talk:Dedicated_servers#AutoSave_Slots_.26_Save_Interval
Tested and it works, Thanks a lot for the effort. Just got my 6th save coming up, now even on "experimental" I feel "protected" haha
AWESOME! thanks for adding that.
dat feeling when you come back to your server which has been running overnight and you realize all your 50 saves are corrupted doe
don't let me discourage you 😁
quick question:
does the server keep rolling periodic saves when it is idle due to zero players being connected (and that box being ticked)?
yes, it does atm
Shouldn't be a big deal to do it. It's just gonna have to wait a while.
i have only 50 locally, they are all saved remotely in a WAY larger manner on the side lol, after if the game writes corrupted save, obviously not much I can do on that front 😉 i'll just revert to the last working one, better than nothing 😉
A word of warning on making config files in game read only - that might work against you when we make updates that require updates to those ini files. I understand that's all you got at this point though and we should probably be able to load config files from an additional (configurable via command line args maybe) location to avoid this problem altogether but just keep in mind you might have to revisit this for some updates.
yeah i think having a "separate" user INI file would be better, than using the default ones and limiting permissions is not a good thing, just working with what we have 😛
I hope that setting the network quality on the server fixes my timeout bug when driving vehicles.
Yeah, I noted this in the wiki when I was writing up the draft of the INI section
https://satisfactory.fandom.com/wiki/Talk:Dedicated_servers
Ye that's what i added about 15 mins ago 😛
Took a bit to get the formatting right, but yeee
ah ^^ lol
Thanks! Yeah, I screwed up the copy-pasta for the link!
sorry ‘bout that!
one thing though regarding where i put my edit CubGeek, is the autosave interval isnt a INI Setting... so i dunno what u wanted to do with that.
No worries. Luckily, it’s just in the “TALK” section, which is kinda a draft area, so the everyday browsers to the Dedicated_servers wiki page won’t see it unless they go hunting.
and, it’s easily moved as needed
alright perfect 🙂
Regarding enemies/animals in Satisfactory: Is it just a dedicated server thing where enemies do not spawn unless you're extremely close to their spawn point?
Or does this also happen on client-listen servers too?
Dedicated Servers like Surprise Bees and Spitters
lol, that is for sure 😄
my view distance is set to Ultra... but they still sneak up
and by sneak up, I mean appear behind me while I'm enjoying the view
yah, i wonder what the view distance on the server is.
haven't found a setting for that ... good question
hmm, looking at the headers, the creatures are spawned via Spawners, that have a mSpawnDistance setting.
some internal code probs going wonky that isnt detecting a player controlled Actor quickly enough
I already have 6 gigs of logs 😄
Anyone played with changing bandwidth setting on dedicated servers like was mentioned to help with client-based multiplayer games?
I have done it, but not noticed anything different tbh
So far beyond all the bugs, one of the biggest detractors to the multiplayer experience is the lag spikes that occur on a save. Running 3.3GHz CPU and it still takes 2 seconds by the log messages to serialize the world
Yeah i'm having simalar issues with that, but more that i get kicked from the game if im in a vehicle while it saves.
but, you can change the save interval if you want @clever anvil
that's largely a factor of your host's performance metrics. Saves on my server are super fast
@quick mist out of interest, what file size we talking for you bud?
Heh yeah, that's been reported on the qa site though. You know how to avoid losing your character and breaking the vehicle right?
I can always get back into my vehicle if i wait for the server to realise i have timedout.
at least, that works for me ^
Granted, this is not a Tier 7 world state
nice save time, but the file size is the important part for sure
Mine's a ~2MB save just entering T7
saves are still sub-1MiB for me
ye, your time will go up rather fast when u start to build thousands of foundations hehe
but still writing a 5MiB save would, for the disk part, be 0.005 seconds if extrapolated linearly
Yeah writing to disk ain't the issue.
Total Save Time took 2.849 seconds
2.15mb file for me
Mine's backed by an all-flash Ceph array; disk writes are measured in microseconds here 😄
hehe, lucky
if you want to take disk IO out of the equation just symlink ~/.config/Epic to /dev/shm and do it on a RAM drive. For Science.
I mean, there is zero question this is a disk problem.
concur
it's definitely a CPU bound problem
the DS not being particularly thready is a known factor that CSS is working on
The save code is enumerating over possibly thousands of objects, and reading their data within a single tick (frame), this causes a lot of CPU load during the enumerator for sure.
spawning an async save thread (if one does not already exist) would be pretty welcome I'm sure
You would still have to take a snapshot of the games current state though, to async save it, i would assume.
and that's really the hard part
state would have to be quiesced for saves to be atomic, yes.
Factorio can fork itself to save, which is pretty awesome - perhaps one day Satisfactory will do the same.
depends on the limitations of the UE engine tho, i guess.
That gets rather complicated when you're talking about a multithreaded application that does its own memory management 😄
haha ye
Copying memory could be fast though, if they were to copy the state to a temporary memory area, then flush to disk on a separate thread.
but, i dunno - i'm not the best programmer in the world, so unsure how it all works lol
~2MB save, Intel(R) Xeon(R) CPU E5-2667 v4, all-flash backed disk:
[2021-11-09 15:00:40] [stdout] [2021.11.09-06.32.24:217][714]LogGame: World Serialization (save): 2.225 seconds
[2021-11-09 15:00:40] [stdout] [2021.11.09-06.32.26:057][714]LogGame: Compression: 1.837 seconds
[2021-11-09 15:00:40] [stdout] [2021.11.09-06.32.26:057][714]LogGame: Write To Disk: 0.001 seconds
[2021-11-09 15:00:40] [stdout] [2021.11.09-06.32.26:057][714]LogGame: Write Backup to Disk and Cleanup time: 0.001 seconds
[2021-11-09 15:00:40] [stdout] [2021.11.09-06.32.26:079][714]LogGame: Total Save Time took 4.087 seconds
set the autosave interval to something >24h. then it'll only save when a player disconnects
yah, but do u wanna risk that?
As buggy as this is I feel like that's an awful idea 😄
^ haha
tbh, having the ability to turn off compression would save ~50% of the saving time.
and, the file saves are so tiny anyways, an option to disable it on a server seems like a positive thing in my view.
that weird point where my network and disk are way faster than my CPU's ability to compress data.
I havent looked at that in a while
I wonder if mine is still as fast as I think it is
anyone have a server a friend and me could connect to ? have weird problems joining ours right now and want to make sure it's not one of us.... DM would be awesome
What issue are you having?
large size savefile ... joined successfully once together and once on me own... anything below 6-7 MB savesize works or creating a new session....but some guys are running large savegames no problem so we would like to check if its some client or server shit 😄
Might be a connection timeout issue while uploading the save to the clients.
You might be able to configure the timeout parameters to be higher on the server.
guess my saves are too small
lol
need to increase my factory size by a lot
anyone know what the difference is between the 4 different save files?
how do you mean @alpine dawn ? - These files are simply rotated every time the server saves.
oh so they are like revisions?
Yah, every 5 mins (by default) the server will save. And the number at the end of the file name will increment.
until the max rotations has been reached, and the number starts again at zero
clearly its the oldest one
it's rather old tho, and can most likely be removed.
Hi all, Game.ini seems to be missing from the WindowsServer folder. Is that correct ? Would the server read a Game.ini file if i would create it myself to increase the max players on the server ?
have you started the server already and let it run once, to create the various files and initial-run directories?
yes the server is populated by 4 people but a 5th would like to join
however there is no game.ini file present in any of the folders
Gracefully shut the server down with the quit command at the Console in the Server Manager
that will make the serve write its state files (including the stock Game.ini to disk
aha i will try that one second
if you still don't see the file.. double-check you're looking in the correct place (:
that needs to be added to the wiki, I suspect 🙂
I’ll see about adding it to the INI file section I created on the talk page
then we can push it all live soon
@quick mist @versed merlin Amazing ! that did indeed create the files right away ! Pitty this doenst happen automatically when first launching the server. I auto quit my server daily but it didnt create the files until now after using the quit command. Thanks !
Im having a bug with loading into a dedicated server, i can see that there is pepole online, but my game crashes half way thru loading, anyone got any tips?(plz ping me if responding :) )
running smooth with 5 players on the server now, lets see what it gives over time 🙂
Are you getting an error? What do the server logs have to say?
I am getting thw error thing that pops up when it crashes
And for the server logs, i dont think i can see those
is there an official docker image yet
Don't think so, but you can build one yourself in 5 lines of docker file :p
Anyone else seeing this? - getting DC'd or dieing getting into or out of the explorer?
effort tho 😳
i just wanna git clone docker-compose up -d
if i wanted to build docker images i would work longer hours
“ The error thing that pops up when it crashes“ is not exactly descriptive. 😉
Lol yea
If you are not the server admin, you should also check with them to see if they can detail any issues in the server logs when you are trying to connect.
Aight, ill hit im up
I mean the thing that pops up when it crashes with the reason and stuff i think
Yes, I gathered. However, you didn’t actually post any of the text of that message. You know, the “reason and stuff“… 😉
Once we get that, we can try to at least point you in the right direction! 🙂
Yeh, turned my pc off for the night about an hour ago, its currenty, yknow, late here
ill ask the admin for the logs and send it here once i have them :)
It would be best if you coordinate with them ahead of time. Tell them that you need to know what the logs say when you’re trying to connect and you eventually get the errair. That way they can be watching and simply send you the relevant parts. The other thing that you want to do is have the exact error message that you receive. There are a few that are fairly common, they usually involve the server admin not setting things up correctly on their end.
Ill do
And for the part about the server admin having it wrong on their end
There were 5 active players when i tried, so it shoudnt be a issue
Coud the server being USA hosted and me being eu be a part of it?
I have been hearing people having issues with large pings
so I suppose that could be an issue
I dont have a way to test
or at least not easily
That doesn’t necessarily mean it’s in your end, but that definitely helps rule out some possibilities!
That is quite possible. Especially if the servers “connection timeout“ settings are set low, you may not be able to connect fast enough for the server before it thinks that the connection has gone dead and disconnect you.
It was saying i had over 100ping, idk if that is alot in satisfactory, but thats normal for me in most games
One of the easiest solution would be to move to someplace not GMT or GMT+
dunno, I have a 0ms ping all the time
😉
haha
So true, unfortunately!
Well, ill ask him what the connection timeout is set to
If he hasn’t configured it, then it is probably still at the unreal engine built-in default. Adjusting that and overriding the default will take editing one of the configuration INI files.
That told me nothing but souds complicated xD
Lol 🙂 The game runs on the “unreal engine“ that’s the name of the software that the game is built on. The software itself has a default built into it automatically. If you want to adjust those or override those settings you need to do so in a series of configuration files that the server will read and act upon. That requires having access to the actual computer itself that runs the server software. Doesn’t need to be in person, Because you can do a lot of it. Remotely, but you at least know how to to navigate and find your way around the servers operating system and file system.
I wonder if there's some hidden unreal engine flag or ini file entry that modifies the save location
I did some googling about how you change this but the results were mostly 'edit this line in the engine itself' which is kinda unhelpful.
not good enough unfortunately, since the saves for multiple servers on the same machine still end up in the same place
oh I see
the approach I've got for now involves a library that I inject into the server at runtime - but this only works on Linux
the files themselves will be named after the session though
so as long as you name them differently it should be fine
yeah I dont know if there is a native way to do it, possibly on the command line?
I wonder if there is an environment variable you could inject into the start script to force it to another directory
It's a UE4 parameter, but the devs could have removed it.
though I think for the purposes Mike was going for that would just migrate the problem to another folder
he was wanting to specify the folder of his choice
ah yes true, if the same exe is used for multiple servers
docker ❤️
if I understood docker better I would agree
also @lofty latch - What plugin are u using?
give each instance of the server its own chroot, then it has its own home with separate save locations
or even its own role user
yay ACLs
hah yeah chroot could work
@feral dawn I made it myself, it's an AMP component called IOREDIR
oh nice.
It was originally designed for Valheim funnily enough before they added the ability to change the save directory.
but yeah my server is barely powerful enough for 1 instance pretty sure it would melt with more than that
But it works with any application
very useful im sure
Indeed, but unfortunately not portable
So in pterodactyl what port so I allocate to the IP, 15777 or 7777
lmao not the first person to think the ports are pick and choose
I'm using g-portal and after a week, there's been no problems.
Well, sometimes the chainsaw leaves behind a ghost shrub.
But aside from that, it's been superb.
Lol I’ve got the server running on an i5 2400 and it’s been fine
I get some weird conveyor disappearing issues but I tried running it on a pc running windows instead of Linux and a much newer i7 with no change so I don’t think it’s a hardware issue anymore haha.
thats common right now
Yeah I know 😦 I was hoping to see a patch for it today but the gods have not smiled upon us.
its start of am for them so maybe today
Maybe 🥺
I’m at tier 4 on my save and my cpu utilization is like 80% so it’ll be interesting to see how that evolves.
😂
Server owner here, clocking in with the following. I'll mark in bold what I think is worth potentially addressing, regardless of the issue in question:
• Nodecraft specs (see nodecraft/about/servers)
• Server is just about two weeks old now
• Tank sent this message:
[...] blueprints weren't materializing. Like, I'd place an Assembler, but it'd remain in blueprint form for some reason and use the resources needed. I exited out to see if reloading would fix the problem.
I haven't been able to connect properly, since.
(I am assuming connection issues, but I still find it noteworthy.)
• Editing/deleting the player via Satisfactory Calculator does not work because the offending player is considered the "host" of the save in SCIM. Of note: It was never copied from a singleplayer file, and I logged onto the server first way back when to make a sort-of-trailer for a streamer that would then commence the first few builds. Did "Load Game" do this?
• Removing Rifle, RifleCartridge from inventory and deleting the active Equipment/Rifle key using Satisfactory Save Editor resulted in the following: Tank got stuck in the loading loop again; deciding to attempt to beat up their character and revive it caused it to moonwalk backwards clientside (hitbox serverside was standing still); and the rifle's still visible on their character; error is still there. Probably forgot to remove a key, but I'm not good enough with SF save format to know about such keys.
Warning: FNetGUIDCache::SupportsObject: Desc_CartridgeStandard_C /Game/FactoryGame/Map/GameLevel01/Persistent_Level.Persistent_Level:PersistentLevel.Equip_Rifle_C_2147083696.Desc_CartridgeStandard_C_2147470095 NOT Supported.
• Log: Despite only two people connecting, there are five distinct remote IP addrs. Not sure if I saw this correctly, but I think one or two of those connections also only receive CloseBunches.
Would definitely appreciate some help here. Puts a pretty big hamper on both our moods.
Good morning! 2 small questions 😄
- Is there a way to get rid of the bugged plants growing in/through foundations now that there is no client player?
- Is there a way to make the server save file to save over the actual save instead of autosaves?
u can use save cmd to save
and not all plants in this update and before were added to chainsaw so we could remove them
For the plants no idea, sry. We'll probably have to wait for a fix.
I'm not sure what you mean with the second question, but you can force the server to save with given name by command server.SaveGame NAME
thank you. Where do I input that command?
Ingame -> ServerManager -> Console tab
Like so:
no way to save outside of the game? 😦 thats sorta my issue.. keeping the server running without playing. The game saves the current state as autosaves so when restarting the server, the main save isnt the latest anymore
You can use the main menu screen for it (Authenticate as Admin -> Server -> Console), I was just ingame already.
try making server pause when empty and save after u leave using that way above
I was trying to avoid opening the game just to save
running the server from a command console for my friends who play. Their progress seems to autosave every 5 minutes but to autosave files. When the server is restarted, it loads the main file instead of the autosave and the progress isnt there. I guess there will be a better solution to this later on
Yeah that shouldn't happen.
Yeah that doesn't happen for me, cause I tested it on purpose yesterday
Im doing some more tests as well regarding save file names, etc. 🙂 Them damn plants tho xD cant get rid of them anymore. At least before servers the client was able to remove them xD Now I cant, even when logged in as admin
What?
The game should work pretty much normally (I mean except for U5 introduced bugs) on a dedi server.
xD Sorry, jumping back to my first question.
Oh wait.
You know that bug where only the client can remove plants that clip through foundations?
You mean the immortal bushes.
Yep
No not really. But there are some bushes you can not remove at all except by chainsawing a bush next to them.
The chainsaw has an area of effect.
Its a very old bug that Coffee Stain hasnt been able to fix. Plants that grow/clip into foundations can only be removed by the host. It was a bit annoying in MP games but the host was at least able to remove the more annying obstructions. While hosting a Server there doesnt seem to be a "host" that can remove these buggy plants anymore tho. Not even authentification as admin before joining the server helps.
I've only seen bushes that can only be removed by host back in U3.
And I don't remember it having anything to do with foundations :/
But maybe it did.
I guess we will have to slowly watch as our factory gets overgrown xD and start building from the second flor up.
So the chainsaw trick doesn't help remove them?
I've removed several plants in my current dedi server game that clip with foundations.
If they're flowers/leaves that can normally be gathered, I can just pick them up.
If they're the immortal bush type, I need to use the chainsaw trick regardless of foundations.
Ill definetly give it a try
We had this issue all throughout Update 4 in MP tho as well
^another version of this bug
That doesn't happen for me. But I think there's more of these desync bugs for people who play over the internet. My server is mostly used by me and my partner, and it's all home network stuff, so desync isn't really an issue.
You all probably already have network quality set to ultra in the game?
This is for everyone here
(Not using the @ command, because I don't want to spam)
I have a server running with a 100 player limit 🤣
Set up just now.
I'm curious about how well the game and my linux server will perform.
I'll place a Hub the rest is up to everyone ^^
Adress:
froopyland.eu
Port:
15778
Please go nuts 😁
My wife and I also play locally and still have the problem. I mean, Im the host and Im experiencing the bug xD
Weird stuff. :) It's def a buggy game.
Im not worried, just wanted to check if someone knew a workaround. Will try the chainsaw. Now that we have servers, Im sure MP will get a bit more attention 😄
So, I came across an issue with ISP changing my ip, ddns doing its thing but the game client not resolving the new IP until I removed and re-added it.
Anyone else come across this?
Why would the game client not resolve the new ip if your ddns works tho?
My question exactly lol
Yeah, just wondering out loud. :)
I was wondering, do all the machines still run if nobody is on the server?
if you pick the option to
Oh very nice!
Still gonna wait till i try out experimental, especially because i used Refined Power on our world :(
that will probably break for a while when U5 becomes offical it always does
Hello again. Can someone assist me perhaps? When connecting to the server locally, there are no issues. When trying to connect to the public IP, it doesnt work at all. Has to be something regarding the router setup, I presume. Anyone know their way around a Fritz Box? xD
Actually, disregarding the issue at hand; is there a way to just make that specific Player not the host in SCIM? Then I could just delete it and at least get that person back into the server. Right now, server's enacting a softban on them.
Find port forwarding settings, do port forwarding settings, try again using port forwarding
So is it expected for the server to coredump on exit?
hahahhahaha ok - so I just killed myself throwing a noblisk
I guess they don't work in the dedicated server hahahha
I actually noticed that the arc seems to start beneath you or something. So if you jump as you throw, you might be able to toss it normally.
lol
yeah, cos I lobbed it a fairly long way, but died lol
I didn't see the throw either
but right now, its a dedicated server for one hahahhah
ports were/are set up but still doesnt connect. I can ping my public IP but cant connect to the server unless I use my local IP within the same network
does ipv6 have to be enabled/set up for this connection to work?
most routers don't do decent nat reflection
what does that mean?
You can't ring your own doorbell from inside your own house as that would mean you physically have to be outside at the same time as being inside
hmmmm, if you say so. However, 2 other people tried connecting from the outside as well and had the same result
yeah but that point i am making its often unreliable with most routers to test the port forwards from inside.
if nat is involved
If ipv6 is involved (it doesn't have to be) they it probably isn't using nat in which case nat is removed aka the internal address is the external address
i dont have ipv6 active atm. Was wondering if that was the issue
most isp's don't support it and no its not an issue
k. thanks. then i have no clue what Ive done wrong 😦 already went through the troubleshooting from the dedicated server wiki
ports are open
its either port forwards of firewall blocking it somewhere
even as an exposed host it doesnt work
if it were the firewall, the local connection wouldnt work either, from what I read in the ds wiki
mayby
^but the local connection works
mayby windows or linux server?
it will promte you for local / remote networks when it wants a firewall / permission for an app to communicate? This would make it different from local / remote working
normally looks like this?
did you get that at some stage? Did you check both checkboxes and "allow access"?
no. My firewall is actually completely turned off. I nevertheless ran the script to add the satis ports to the firewall.
then its more likle the port forward go screenshot the router gui where you set them up
So server is on 178.25?
yeah of where the dedicated server is running?
yes
yeah i can tell difference
xD sorry
some of those ports are working....
some?
yeah the ones I can detect cause I don't know how to speak satisfactry protocol properly
no idea how to solve this. I even turned my router off and on again
The second picture has the ports forwarded from the public Internet IP and shows the publicly accessible IP
What does the 0 aktiv mean on this picture?
Just about to ask that. Is that an enable check box?
basically means nobody is actively using the port. If a person were connected to the server, it would show "1"
And are you getting someone else to try the external IP? Rather than yourself.
yeah, 2 people were helping me with that
they cant connect either, but they can ping my public IP and get a normal response
Okay i am out of ideas for now, I can help again in 2 hours once I am home
thank you anyways.
Can others join your server using your public ip?
Hi Ben! No, they cannot. Thats the problem. Local players can join by using my local IP Address. Anyone using my public IP cannot join. Firewall is disabled but still has ports opened, port forwarding is set up in the router and public IP gives a response when pinged.
not completely true, i have an exception for the machine with my dedicated server. me and my co-worker from spain play everyday.
Yes, you can. You need to take multiple steps but it is also dependent on your networking setup.
on windows you need to create a firewall rule allowing the UPD traffic on the ports. - for ubuntu you need to enable ufw then enable the ports to be open.
go to your networking gear and open those ports again * THIS IS RISKY AND LEAVES YOUR SYSTEM OR NETWORK EXPOSED * so know what you are doing and any risks.
i have mine isolated to a single machine so nothing can access the rest of my network from those ports coming in.
Also, note almost everyone (and if you dont know this applies to you) your public IP address refreshes every few days to a few weeks (avg ive seen is 2 weeks) - this means you will be giving them the new IP every time it changes.
It usually is. In this case its unchecked because I have set the machine as an exposed host, meaning ALL ports are open. Very dangerous but for the sake of troubleshooting Ive set it so. Once I disable the exposed host, the checkbox gets marked again and only the forwarded ports will be active
Sounds like a wrong port forward thing or a still active firewall on the server itself to me
Ill give that a try
I think you misstake some answers or the answer history @fervent crow 🙃
most likely, my bad. saw that there was a discussion on external IPs and wanted to clarify. nbd.
Does this log warning tell anyone anything?
[2021.11.10-14.34.36:631][ 0]LogReplicationGraph: Display: SetActorDiscoveryBudget set to 20 kBps (5333 bits per network tick).
[2021.11.10-14.34.36:632][ 0]LogNetCore: DDoS detection status: detection enabled: 0 analytics enabled: 0
[2021.11.10-14.34.36:632][ 0]LogInit: WinSock: Socket queue. Rx: 131072 (config 131072) Tx: 131072 (config 131072)
[2021.11.10-14.34.36:632][ 0]LogNet: Created socket for bind address: :: on port 15000
[2021.11.10-14.34.36:632][ 0]PacketHandlerLog: Loaded PacketHandler component: DTLSHandlerComponent ()
[2021.11.10-14.34.36:632][ 0]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2021.11.10-14.34.36:632][ 0]LogNet: IpNetDriver_2147478798 IpNetDriver_2147478798 IpNetDriver listening on port 15000
[2021.11.10-14.34.36:655][ 0]LogLoad: Took 22.031994 seconds to LoadMap(/Game/FactoryGame/Map/GameLevel01/Persistent_Level)
[2021.11.10-14.34.36:655][ 0]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 0.03, Realtime: 21.15. EOSNetDriver_2147482350
[2021.11.10-14.34.36:710][ 1]LogOnline: Warning: OSS: EOSSDK-LogEOSP2P: NAT Detection failed, unable to resolve host
[2021.11.10-14.34.36:711][ 1]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 22.09, Realtime: 0.06. IpNetDriver_2147478798
[2021.11.10-14.34.36:711][ 1]LogNet: UNetDriver::TickDispatch: Very long time between ticks. DeltaTime: 22.09, Realtime: 0.06. EOSNetDriver_2147482350
[2021.11.10-14.34.37:632][ 20]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
You didnt happen to be running any other Unreal dedicated servers in the past on other computers did you? An old port forward for one of the 3 required ports may be pointing to another PC in your network causing issues. Ark comes to mind as a possible conflict
might be worth it to look through your firewall rules and make sure there arent any duplicates with conflicting destinations
is there a chance to just fly as im an admin of my dedicated server?
there is always a chance, just not sure how lol
I'd also suggest working though what I am hereafter going to call the Seven Steps to Satisfaction: https://satisfactory.fandom.com/wiki/Dedicated_servers#Configuration_Issues
with sufficient hypertube entrances, anything is possible
😉 no i mean like with mods (but smt doesnt work with u5 yet)
No mod support for the DS yet.
i am now again experiencing issues with my game crashing while loading into MP, this is the message that pops up when it crashes
would someone (or someones) mind giving a sanity review of
https://satisfactory.fandom.com/wiki/Dedicated_Server_Configuration_Files
if you don't mind I'll move the page to be a subpage of Dedicated servers
I do not. I didn’t see how to do that, but I’m not super familiar with some of the wiki stuff. this is one of the few projects that I’m enthused enough about to try to help with 😄
Thanks!
had to rebuild a section of pipes to get water lfow working earlier, couldn't see why. seem to be getting the same thing again
Full log
Welcome back. thanks for the screenshot! This is indicative of a possible issue on your system. I occasionally see crashes with one of my players, because he’s on an older laptop that will lose it’s mind and crash when he attempts to move into a new biome and the cpu/GPU can’t handle it. Do you have server logs?
aha! nice. folks can take a look at those, too! thanks!
ill hit the owner up again
anyone else have the orange loadingscreen being on extremely long when connecting to dedicated server on a server in the same network?
Moved the page, new link is https://satisfactory.fandom.com/wiki/Dedicated_servers/Configuration_files
The log file you posted indicates that there’s an issue with the game files on your computer. Now, this can possibly be cause by a server issue, but not always. Definitely check with the server admins and ask them for the content of the server logs around the time you got that error. I don’t remember from last night: were you able to ever connect at all?
also, I'm noticing that some spaces on the page are double spaces, are you aware of that?
Thanks!
…. it is?! I’ll take a look. (no, I was not aware) 😄 Thanks!
doing ctrl+F for " " yields 9 results
Also, I don’t see a “category” for Dedicated Server, nor is it on the “wanted” categories page. How do we create that?
as in, how to categorize the page?
it's a tutorial page, so [[Category:Tutorials]] at the very end of the page works
Correct. Thanks, I’ll add that, too. 👍
did it just now 😛
if you'd have any questions about wiki editing, feel free to ping
Thanks! Learning as I go and hopefully not screwing things up TOO horribly 😄
Don’t be surprised if you see some pings from me at some point
😄
Did you remove those double spaces? I’m not finding any.
yep, I did remove them
92 results on the main dedicated servers page though
“Ondar said they were here, but… WHERE ARE THEY?!”
gone, reduced to atoms
POOF!<
Yeah, looks like a lot of those weren’t me, thank goodness. 🙂 But, I’m editing ‘em now. Likely us old people who still use double spaces after a period. You know, like I just realized I’m doing now. LOL
just edited them out on the main page too
STOP messing with my heart. I can’t handle this emotional rollercoaster.
apologies 😛
don't worry if you mess up on the wiki, it can always be fixed afterwards (but: try to condense changes into as few edits as possible to not clutter the history)
Probably me. I'm an old-school typist (and still technically also correct alongside single spaces) and use two spaces after a full-stop, so I type that way.
Same here
when opening ports on firewall, do i put them in the local port or the remote port
Local.
Ok
👍 I can just run the page through a script to fix the issues quickly
also, if you're interested about wiki editing, DM a moderator about the wiki role so the relevant discussion can happen in the wiki channel rather than here
And on my firewall settings, when port mapping, internal host is internal IP of my PC, right ?
I am. I’ll go mod hunting 😄
I just spearfished 😄
hopefully the water doesn’t get too bloody
heh
Hey guys, I spent a couple hours trying to set up a dedicated server running from my second computer yesterday and couldn't get it working. I've set the server through Steam CMD and it's booting up fine, it's the connecting stage where I'm flat of my face. If anyone can spare the time I'd really appreciate it if someone could go through it with me and point out where I'm going wrong.
The steps here take you through the most common obstacles: https://satisfactory.fandom.com/wiki/Dedicated_servers#Configuration_Issues
Cheers, I'll give that a shot first
On my modem's Port Mapping, what Internal Host IP do I put ? Also, do I need to specify a service ? (HTTP,FTP)
the internal host IP would be the LAN ip address of whichever computer is running the server. If it's a Windows server, you can find out with the ipconfig command - you're looking for an "IPv4 Address" that probably starts with 192.168
ok at least i got that right
And you have ports 7777, 15000, and 15777 all forwarded to that IP address, for UDP (you can use TCP and UDP, but the server only needs UDP)?
yep
I've got three rows
If you specify a service, it’s likely that your router/modem would simply use the defaults for that service (port 21 for FTP, port 80 for http, etc).
Ok, so better not specify any
correct
If I'm here, safe to assume I'm not
So, why doesn't my server work for my friends ?
Remember, we’re here too… 😉
oh, right, I see what you mean. 😉
😄
That’s a different question entirely. I mean, are your friends paying its salary?
sorry, couldn’t resist.
Paid for in Paleberry!
Don't they ban bad puns ?
there is such a thing?
Nah, beryl Nuts, don't be crazy
No, the punnishment is to deal with it
IMO, no, but I'm not a mod, so my rules don't apply here
Anyway back to subject
Why can't they connect ?
anyways, back on track: are they getting errors?
the punishment should be a punch in the face
As long as it's fruity
(Pun)ch in the face
Did you give them your public ip?
I tried once to entertain my friends with my wordcraft. Nearly a dozen times. But no pun in ten did.
and the server is running without problems?
oh dear 😄
are you on it?
Are they getting errors? what does the server log say when they try to connect?
I am SO stealing that one.
Two secs
Wordcraft awkward humans
Here's the error
yes, go sit on the naughty step
right next to me. we have all the best people here
no
it’s possible that they’re taking too long for their game to establish a connection to the server, and the server finally gives up and closes the connection with that Timeout message.
I’ve seen this on a machine that’s using older hardware.
or on a system that’s in the EU while the server is in the USA.
Yeah apparently it works, it's not on my side
No we're both in the EU
I’m presuming that you’ve done the initial server config by connecting in the server manager, setting name/session/ etc?
Yeah
Just tested with someone else, and they can connect
So what should I tell my friends to do ?
then it’s not your server, likely. You can try to adjust the connection timeout setting a bit to see if a little bit longer will allow their systems to establish a connection.
I think there are some suggestions being worked on in the Wiki's Talk subpage that go into adjusting the timeouts
but folks connecting that need that band-aid might not have a particularly good experience
lemme get the link, because I published all that earlier, Ghoti.
Ok I'll look into it
and Ondar then moved it to a sub page
I guess we'll see
anyone else having problems when a player is exploring and the server crashes? Is this common?
Thanks !!
Make sure you’ve had the server create all the ini files first, instructions on that page, then try the connection timeout adjustment.
But, as @quick mist mentioned, if their connection or computer is slow enough to need a longer timeout setting, they may not have the best experience.
I guess they'll decide if it's worth it or not
true that
But, you’ve confirmed that the server works and players can connect to it, so the majority of the effort is now on them.
it's very strange that I have never seen the Pope with a cat, they say he is a Cataholic
is there some kind of setting that will restart the server each day? wondering why my server restarts every day at 19:50CET 🤔
the server will restart itself after every 24 hours of uptime
can i turn that off?
but i want errors! 🥺
No 
#dedicated-servers message @dapper blaze@hidden rock
ah nice. Time travel magic xd
Looks like this was fixed today
why when i start my server, one minute later he crash (i updated the server and before , he didn't do that)
yeah I just updated
new release just came out, both the client and the server have to get the update
they don't always get pushed at exactly the same time; give it a few minutes, check for updates agani
what docker image is everyone using?
there isn't others updates
anyone else getting their save wiped when updating?
Is there a way to get rid of fluid crates after dismantling a fluid train ?
Hmm... that's odd. On my dedicated server my client crashes every time I click on Inverted Frame Ramp. Just applied the new patch. Can anybody else try this?
Doesn't appear to be dedicated related. Crashes on my single player too
@dreamy nexus default material? or concrete?frame?
I have updated both the server and client but get this when trying to log on
I just had to restart server again.
I updated again and it said everything was up to date, restarted the server twice
I was in a public server the other night, and the server had a popup message that said it was rebooting in 30 minutes and counted down. is there a doc on how to set this up? I want to put it in mine as well.
Is it normal when I updated my server it downloaded up to 1% then started staging ?
hmmm
I believe this would be the built-in hardcoded session restart every 24 hours. The server restarts its internal game session (forcing all players to reconnect) to correct clock skew.
"Error! App '1690800' state is 0x606 after update job." What does that mean ?
@clever anvil mine doesn't do that. Do you know where i can enable it?
I thought all servers were forced to do that. I haven't witnessed it myself
I'm regurgitating what I saw Bogdan say a ~week ago
interesting 🤔
Frames don't have different materials
So the invisible conveyor bug is still a thing.
How long does it take steamcmd to recognize there's an update
Sitting here and it's still showing latest buildid as 7657685
its not actually getting wiped but if you dont set a session name it wont automatically load your save on server restart. Fix for me was to add a session name in a save editor, place the save file back and restart server
I set a session name when I created the save I'm pretty sure
Okay could be something else then. You could verify if your save files still exist in the save directory @stoic edge
Insert the Session Name from step 1 into the server settings tab in Server Manager, press ↵ Enter. The server should initiate a search for the save file with the matching Session Name.
This is the step that actually got my save to load https://satisfactory.fandom.com/wiki/Dedicated_servers
Is there a way to get rid of fluid crates after dismantling a fluid train ?
I had to update my server 'twice'. The 2nd time it just verified. But I had the same issue
Updated server, updated client, tried to connect. version mismatch.
Updated server again, same command. Now im connected
¯_(ツ)_/¯
My issue was steamcmd caching the damn depot manifest
yeah, seeing this now for the first time since last night
bizarre. seems to just be affecting lvl 3 belts so far, mad stuff though. completely invisible, can't remove 'em and they work away if they're connected to stuff
Is this only happening on a dedicated server ?
you could try moving your save to normal and correct it, for a temp fix, then move it back
I've posted it on the Q&A site
ahh server restart fixes it
yeah, it's a strange thing cos just exit and join the server again they are still gone.
updating my server now...not that I will be able to test it for another 6+ hours
got a link? had a quick browse but didn't spot.
Feel I need to +1 it as the least I can do 😄
yeah you just need to change the version at top to Experimental 172183 for new posts to show.
This is so good. I wonder if they seem this and changed it. Or it was on their radar for a while. Anyways, awesome!
It has probably been asked, but how do i update my server with steamcmd?
How do you have it implemented?
Running the same command that you used to install it will also force the update.
perfect thank you
When I try to start my server with the new update it raises signal 11 and crashes, anyone having that problem??
I am not
I left the -multihome=0.0.0.0 entry in mystartup script.. not sure if they fixed that or not.
Are you seeing anything relating to "Can't bind to address" before the crash?
change the last line of the FactoryServer.sh file to this:
"$UE4_PROJECT_ROOT/Engine/Binaries/Linux/UE4Server-Linux-Shipping" FactoryGame -multihome=0.0.0.0 "$@"
Nvm I cant find it
trains still bork'd in latest patch?
go ahead and replace the last line of your startup script
It doesn't work
hmm no clue then..
I know that fixed the segfault 2 patches ago.. not sure if they fixed.. sounds like you may have a different issue then. sorry I couldn't help
Np, thanks for trying
latest version seems to have made belts disappearing a more common occurrence
does it? Trains seem to be doing a little better... I added a freight wagon and it loads... just can't get it to unload
I was just going to ask if anyone has a fully working train yet.
the only way I got my first train fully working was to take the savefile and load it in single player, re-place each freight platform and set it up... then load it back on the dedicated
we have 4 working trains on my server.
Mainly, build the station, and tracks. and THEN put the train on
interesting...
at least that's how ours got working
I have working trains too
Did you find a fix? I'm having the same problem, and it seems like it removed my savefile too
are you setting the stations to load/unload AS WELL as the items in the train menu?
i had mine set in the train menu, but not at the station
No I gave up, My save files were corrupt as well, luckily I managed to download a xxxxx_continue.sav file from lunchtime that I am now playing locally
yeah, i scripted moving those autosaves to a different server every night. You might do the same if you keep having that issue
I see, I will try to solve it, so I will let you know if I manage to do so
Also do not forget you can up the amount of save slots you have 🙂
Correct, this is something that has been in the wiki for a little while now.
Since the latest patch grid snapping is broken with beams and there supports
also the beam connectors are not doing what they should do
Can you change the address of a server?
I can add another one
How?
@pine dock yep, same for me
disconnect and add another server?
How do I disconnect my server?
that's bad
why must they break it ... :S
I can't figure out how to host a different server with the correct ip address
Are you trying to host a second dedicated server on the same IP address, using different ports? Or are you simply trying to stop posting the current map that you are hosting on your dedicated server, and begin hosting a new game from scratch?
You can only change the IP address if you have multiple network interface on the server’s computer.
I made a server using the address local host because I thought it meant hosted locally but then I found out that I was supposed to use my computer's ip and my friends don't seem to be able to join
@frosty gale have you port forwarded and followed all the instructions here?
https://satisfactory.fandom.com/wiki/Dedicated_servers#Port_forwarding_and_Firewall_Settings
My ip
What is the first two sets of numbers of your IP address? 24.67.xxx.xxx, for example.
If they are attempting to use a IP address that begins with 192. 168 or 10.10 they will never be able to connect.
No my ip doesn't start with any of those
is there any way to roll back a version?
Of the server software? No. You could go back to early access branch. 🙂
I can't continiue with my base building so I can't even setup my factory until this get's fixed
@frosty gale, you need to set your firewall to forward the ports from the outside to the inside's ip which'll be 192.168.x.x or 10.10.x.x
You will have an “externally accessible“ IP address. That is the address that your modem or router from your ISP has. That is the numeric address you’ve been allocated on the Internet. Your computers which access the Internet through that router or modem will have a “internal“ address. You will need to tell your modem or router to forward all traffic on a certain set of “port“ that come in on the external IP address to the internal IP address of the physical computer that the server is running on.
Make sure that you file a QA report, so that the devs can begin looking into it! If there are already reports in place, make sure that you indicate that you are also being affected by that issue.
will look after it
so, I pulled my save game from the dedicated server to fix my train that wont unload coal... but it isn't working on single player ... I've picked up the freight platform, re-placed it and set it up, checked the (load/unload), checked the stop schedule... any idea what to try now?
check todays patch
the notes didn't mention it, as far as I saw... but this damn train keeps coming in to drop off a load of coal... stops, toots its horn, and ditches... 🙂
the difference w/ today's patch is that (on the dedicated server) it would pick up the coal
before it wouldn't even load anything, so we're halfway there
i didnt read it cause my stuff works and i dont care
heh
goto bug site
I live there, too. I was asking if anyone had an idea how I'm bork'ing the previously working work-around
but thanks for the response
@scarlet pollen are you specifying the items to drop off in the train menu? maybe remove those entries and just go with the train station load/unload to see if that has something to do with it
i saved my game /home/container/.config/Epic/FactoryGame/Saved/SaveGames/server and that is were you are supost to save it in pteodactyl and i try the seeing to run the game and it doesn't work i have tried every file and it will not find my map
@umbral tree that was hard to read....lol. Are you putting in your session name? you need to create a new session with the same session name as your saved games
i am
so my server isn't starting back up, I am getting this error
thats not an error.. its a warning
there is a difference and it says in the sentence what it is
I just patched my dedicated sever and mine too will not start back up!
show errors that would help
sorry wrong words to use.. either way, me server is not coming back up and it stops there
i guess I'm not getting errors, it just stops at what I posted and nothing else
what u clipped was a warning about mesh
I have loaded a few times and it stops at the same spot
u guys have to provide information thats helpful if u want help
i think this is my issues,
@summer ravine maybe scroll up through the rest of the output and see if there's any red errors
its not resolving the host?
this is the script I am using
FactoryServer.sh -multihome=<your IP>
ya dont need multihome that bug was fixed
i wouldnt use -no steam on the dedicated server
any issues where conveyors dont sshow on dedicated servers after placing them?
@slim spoke could be reintroduced on some hardware?
its standalone and has to go thru steam/eos or it cant work
@rotund rain i think mk III belts are sometimes invisible is what i've heard
So for me. I was using and still using -multihome. Not crashing, but not showing up in client.
yup exactly that
I still have the -multihome arg in. it's working fine so i'm just gonna leave it 🤷♂️
they are patching that
i said u dont need it ... didnt say take it out
as in adding bind to all adapters that the server does with 0.0.0.0 already wont help now
yeah, mine is just more so incase the bug gets reintroduced.
good luck with ur servers lol
sadly, I am not getting errors, its just stops at the [2021.11.11-01.09.17:779][ 14]LogOnline: Warning: OSS: EOSSDK-LogEOSAnalytics: EOS SDK Analytics disabled for route [1]." so not to sure what more to give you... :\
I'm trying to give you more info
mine was doing same thing until just now.
its just a warning doesnt mean anything
Mine just started working again.
working running dedi .. the last 2 lines it shows are those warnings lol
I have been running the Dedicated server since day and I have never noticed that. So that is why I was thinking that was the issue...
Are the trains still broken on the dedicated servers?
less so reputedly
Less so, but still occasionally, so sometimes, yeah, depending on who you asking, but not everyone, so maybe?
Are only 4 players allowed to be on a dedicated server running with steamcmd? (free option with steam)
u can put more
no. Four is the recommended limit. You can edit various configuration file to change that, however
but 4 is supported amount
The wiki has information on how to do that
search in here for how to increase player
the stuff has to be first in the ini or it wont work
I can’t remember where at the moment, but I remember recently seeing a screenshot with 10 pioneers. And supposedly there were another 9 or 10 in various areas of the map at the same time as the screenshot was taken.
doesnt mean anything
i have a save with pile of people and i dont mp
to play the game u wont get more then 6 or 8 at once
game isnt mean to build with tons of players .. it will desync like crazy
no, supposedly, this was with active players. Now, I don’t imagine that they were all having the efficient experience that FICSIT would like for us to have. 🙂 but, there will always be those among us who try to push boundaries and test the limits to see exactly what “stress test“ truly means. Lol
go try the game barely likes 4
lol so have fun but im just being realistic the game breaks down lategame just running single player
I mean, I can’t imagine trying to coordinate a build with that many people lol 🙂 I get cranky with just the two or three on my server… “No, stop that! We don’t need quick wire there, we need circuit boards and silica!.”
so every person over 4 bigger save gets means worse things will get even faster
so u know ahead of time
OK. You’re off on a tangent, Running down a harmless side comment and beating it to death.Have a good night.
no was just saying truth
didnt say dont do that .. u cant
hahahha just pointed out what devs said themselves
i just dont care enough to put . and shit in sentences..
yeah dude has been seemingly combative all night lol
its not combat saying if u go over that 4 people the server is going to have a linear problem with keeping up
relax people ... i simply couldnt be bothered to use periods and such
hey guys. just logged on to play and the game is saying my server is off line. via internal and external IP. i logged in my server and its running, restarted both the game and server(game server application) and still showing off line but the logs on the server show its on.
@fervent crow did the IP of the server change?
no.
DHCP could've assigned it a new IP if it wasn't set to static
i have a static external IP address, and my router i have 5 machines with dedicated internal IPs
have you or others been able to connect. and play on the server previously?
yes, i was on like 5 hours ago.
can you ping the IP from another device on your network?
i can ping both devices from one another. I can even access my NAS and plex server which also is hosted on the game.
game server
Are truck stations broken on dedicated servers?
what if you try adding a new server in game with the same IP?
I mean, we’re basically running down the same list of possibilities that you likely have done already. Lol checked port forwarding to ensure that your router didn’t have a brainfart and the routing?
It refuels but it doesn't load or unload the tractor
the router forwarding shouldn't matter for local networking though 🤔
make sure ur patched for todays fixes on stations
Yep i am
might need to redo to replace buggy one
ok, so now status just changed. on the game it says internal host is offline but my external is idle
not sure of any tricks yet
i refuse to even bother with that stuff til its all fixed
check the site also incase someone ninja posted a workaround
I hate to say it, but did you also try re-creating the path the tractor takes? if we’re going to troubleshoot, let’s eliminate all possibilities and then if it’s still causing problems you should definitely jump over to the QA site and check to see if there are any reports of this or send in a report yourself if there isn’t.
@fervent crow so can you connect on the external ip?
no, says i need to authenticate to create a new game
err no, I simply tried manually driving under the station to test unload and loading
so connect to the server through the server manager menu and set it up with a password, game name, session name, etc. first. Give it a shot.
out of curiosity, did it load fuel and just not cargo, or did you also not get any fuel?
huh? servermanager? you mean cli?
but when I drove under the crane, nothing
ServerManager is where you click to join servers
start the client. Then when the main menu comes up, go into the “server manager“ menu, then click on the ad server button, and follow the prompts.
yeah, wont let. external just went offline again
going to try the old turn it off and back on again
and if that doesn’t work, take a page from the playbook of Ripley and Co., and nuke it from orbit. 
it is after all the only way to be sure
(though that was just Ripley and very much not Co. To Co., CREW EXPENDABLE according to Mother)
lol
make sure your save files are still there and back them up first. Some reported missing saves today, but could've just been user error. maybe remove the saves. reboot, create a new game with the same session, the swap your saves back in @fervent crow
well I was thinking of “Ripley and Co.“ in the “a band of compatriots“ sense of the word company.
its on raid i should be ok... i hope.
none of her compatriots liked the plan either; if they had it would have been a much shorter, much more anticlimatic, but very Michael Bay, film
RIpley was the only smart one on the Nostromo
raid is not backup, that sentence scares me 😂 @fervent crow
on raid w/autobackup.
haha
snapshots daily
Wetland Yutani, on the other hand, can go jump in to the furnace is on Fiorina161
wetland?! autocorrect, you utter bane of my sci-fi existence.
Hey, I have a dedicated server running on linux. My game client on epic has auto-updated, but the server hasn't updated yet. I now can't connect to the console from the client because of the version mismatch.
How do I shut the server down gracefully?
The linux terminal doesn't appear to be sending typed commands to the server process.
u have to stop server and upate it
right, how?
can't. typing quit in the terminal does nothing
You just have to force close it it you can't get through in the client
quit doesnt work for some reason. - ctrl+c?
could just close the server window
yeah, I could sigint/ctrl+c, figured I'd ask if there was a way to get a graceful shutdown first
only through client currently
use console or any other method
two ways: the quit command in the console (game client -> Server Manager -> Console), or sending SIGTERM
or if you've set it up as a service with systemd, systemctl stop satisfactory.service
Note to self: add this to the FAQ on the Wiki
I suppose SIGTERM is reasonable, if not user friendly.
It would be nice to have a console in the log window so we could just send a quit command there.
Agreed, but UnrealEngine does not play well with standard input apparently
that said, this is now documented:
Good stuff.
ok, so after trial and error im still seeing this -
Offline is local network - idle is external IP
localhost works for some not all same with 127 ip so try both
its a different machine, 127.0.0.1 and localhost would not work.
then u got real issues if lan doesnt work but net is
but i cant even connect to external.
and all my other shit on that server is available.
cause i assume its seeing server with a ping since 1 has a ping
no idea what u did good luck
nor i nothing changed in last 5 hours.
ports are good and verified.
keep going im not troubleshooting it lol
@fervent crow please clarify your setup. You have a server and a client, on the same local (home) network. You can not connect to it using private/internal address, but can connect using public/external address?
only statement of change would be the external IP i can see the server is on but its in an 'idle' state and cannot connect.
start from the beginning for me. I tried to scroll up but am having trouble finding your description of the problem.
sure 1 sec.
on my client the server appears offline for the internal IP address(i have this static on my router due to it serving multi-functions). i can connect to it via my NAS and Plex service. I have verified the ports and firewall. I was on about 5 hours ago. and everything was fine. - i have also tried restarting both machines to do a clean refresh. I also have a static external IP address so that would not have changed either.
ok, good start. Step 1: does connecting directly to the private IP address work?
in the game client or in general? in general yes, i access the server via the IP and that works no problem.
good. connecting to the game via the private address doesn't work?
server would show on lan before net cause there is none of the security stopping lan
ok, then that is the problem to troubleshoot. Is the server windows or linux?
linux
How are you starting the server on the linux box? system service or script?
script.
custom or the one provided? any command line arguments?
the one provided onthe wiki
Is it the one which came with the game files? I'm not actually familiar with what script may have been provided on the wiki
Or do you have a link?
1 sec ill just pull it.
when you get a chance, run this command please: ss -plnu | grep UE
export InstallationDir=~/.steam/steamapps/common/SatisfactoryDedicatedServer
export templdpath=$LD_LIBRARY_PATH
export LD_LIBRARY_PATH=$InstallationDir/linux64:$LD_LIBRARY_PATH
# Install or update the server before launching it
/usr/games/steamcmd +login anonymous +force_install_dir $InstallationDir +app_update 1690800 validate +quit
# Launch the server
$InstallationDir/FactoryServer.sh -NOSTEAM -multihome=0.0.0.0
export LD_LIBRARY_PATH=$templdpath```
why noteam
UNCONN 0 0 0.0.0.0:15777 0.0.0.0:* users:(("UE4Server-Linux",pid=8060,fd=40))
UNCONN 0 0 0.0.0.0:7777 0.0.0.0:* users:(("UE4Server-Linux",pid=8060,fd=41)) ```
noone is using that .. and multihome isnt neededed
nosteam is probably good part of the issue though
idk anything about nosteam, my first try would be get rid of that multihome command.
but I'm guessing
both u dont need
I don't see this script in this form anywhere on the Wiki
really? did they remove it...?
I just looked at all three pages
its a stand alone server ... nosteam is for sp
makes sense, that script does very strange things
I recommend reverting to the stock script as it comes distributed "out of the box"
just remove the arguments off of the line which runs FactoryServer.sh
the strange things it's doing should not AFAIK keep a server from working, mind you, but they are odd
but that ss command you ran should show *:<port>, yours show 0.0.0.0:<port>
either are acceptable
Not always. 0.0.0.0 is not the same as anything, despite it being used that way in many cases.
0.0.0.0 in ss output means "all IPv4 addresses"
* in ss output means "all IPv4 or IPv6 addresses"
:: in ss output means "all IPv6 addresses" (and in some IP stacks this implies also all IPv4 addresses if the kernel is thusly configured)
that's why the Wiki says:
If you did not use the
-multihomeswitch when starting the Dedicated Server, the associated address will probably appear as one of*,0.0.0.0, or::. Any of these are fine, indicating the server is listing on all interfaces.
oh we have some life possibly...fuck its not accepting my admin pw.
well that was easy enough.
does that mean its working then?
resetting the pw, well see. restarting it now.
did not but i got a useful error this time!
well at least you are one step closer then.
Warning: failed to init SDL thread priority manager: SDL not found
from the wiki: sudo apt install libsdl2-2.0-0:i386
I'm a bit stumped
hey I had a friend just reconnect to a server we started and for some reason it made a whole new character for him and his old one is just sitting there drinking coffee...
hmm. its also not asking me for a new password in game.
even after deleting the file.
If its complaining about SDL I doubt it got far enough to allow client connection at all.
Are you still using that script you put above?
no just straight ./FactoryServer.sh
uprising it does that cause it coldnt match their info to player
yeah, I'm stumped. Could try running with sudo out of desperation, but make sure you backed up everything first. Also shouldn't leave it running with sudo even if it does work. I've seen weirder things happen because of permissions issues so its a decent shot in the dark.
is there anything we can do about it? we just ended up killing the AFK avatar and getting his inventory back
FML - Refusing to run with the root privileges.
lol nice, saving you from yourself.
no
@fervent crow I'm down to deleting the whole thing and reinstalling from scratch, sorry
thats what im coming to as well.. at least i should be able to save my save files.
yep. just make sure you've got backups of everything and go for it.
good news is that reinstalling in this case isn't a particularly difficult process.
@bleak oracle - looks like a corrupt file. ~/.config/Epic/Saved/SavedGames/ServerSettings.15777
@quick mist @slim spoke ^ see above
glad you figured it out
yeah, deleted that everything was unlocked. just had to match the session name
Been testing out the Experimental Dedicated Server on Ubuntu Linux for a few days, pretty impressed. Didn't see any rubber banding of players, trucks when they're close etc.
With 2 people, usually would have around 4.3GB out of 16GB Memory usage, didn't see any signs of a major memory leak which is nice.. Average load over 4 CPU cores on an AMD EPYC 7003 Processor @ 2445MHz was 0.31, 0.30, 0.23, 0.20. Server has been running for a bit over 48hrs with it set to not pause and just keep going even when there's no player connected.
Got to near the end of Tier 4 with full factories built out to support them etc.
Has anyone with huge factory sizes that has gone into the later Tiers 5-8 seen anything that is game breaking?
I read the wiki and saw there is a train un/load bug that can be resolved by loading the save in loal, rebuilding the sation then putting the station back on the server.
I realize it's an experimental build and with any new patch things could break or go horribly wrong, there's no expectation of a stable build.
Was just curious other peoples experiences currently, if there's anything known at the moment in current builds that breaks later on majorly in higher tiers or if there's a trello or jira site I can look at with current experimental build issues. Thanks!
u could look at bug site
Ah, there's a bug site for the experimental dedi server?
Found it, Thanks, didn't know it existed: https://questions.satisfactorygame.com/search?category=dedicated servers
Yeh, This answers a lot. Thanks again, seeing theres things like ghost belts, pipes, when things get large enough the server gets desyncy etc. But it's fixed by a client relog or server restart. Have a good night!
is there a command that i can type in chat from console like ```
say hello
Not of which we are currently aware
oof ok i was hopeing there is so i can run a cron job and have it auto reboot every 6 hours and have it say rebooting in 3mins or something
FWIW the server already does exactly that every 24h
is there a way i can change that timer from 24 to like 5 ? in a config somewhere ?
just have something kill it and start after 5
the 24hours is for server sanity of the math
Good morning! After a LOT of troubleshooting yesterday, I have finally gotten a new error message. The ports now appear and packets are sent from the game to the 15000 port. No idea what happens after it reaches the router, however. Definitely not getting packets back. In-game, when connecting as a client, this timeout error appears. Is anyone familiar with this error?
getting close
could be try more til it works
how much to u see before that
if hub is in a spot with lots of stuff to load it could be bad the first load to use .. if someone could move it away from stuff so u load empty area it might help
15000 is beacon port
7777 is the data port u need also .. 15777 starts the connection
Ive tried several times to connect without changes. I can see the Server as "Ongoing" and a ping of 3ms. Server name or other info is not visible, however. Only from the local ip it connects fine (shows all the info as well).
Ill move to an empty location in case its a loading issue.
I saw someone else had this issue and you tried helping them out. I pm´d to see if they were able to fix it. Sadly Im out of ideas as to what the issue may be.
that pic looks good other then it timed out
it got eos from server so it was working
im not sure if its after that its going to 7777 and maybe has trouble there
or i would guess its just being a pain and its all setup and should work
what are u using to connect to it ?? localhost 127 lanip or netip
local and 127 can be either might work ... lan ip shouldnt have trouble even if ports arent right on router and such
anyways to much like thinking
not into it
when trying to connect to the local IP, it works perfectly fine (upper server). When trying to connect to the public ip, I get the error (bottom server).
ports
soemthing is stopping the server from net
i would just range a port so it has extras incase and see if it works
if it works then u either change the port used for server or range the ports in rules
server starts on 7777 if fails 7778 and up
just updated my server (windows) currently have no saved games showing, and nothing in the folder - bugger
and yes, I forgot to backup my saves (to much in a rush)
start a save then use load session
it should be still there just doesnt know to load it
cool, will give it a try
I had a crash last week where I spawned as a new player and just went with it until a patch let me use the old character, but now that character has been deleted, and I've lost 5-6 hard drives. Is there any way to add these to my new character?
Does anyone know if it's possible to force steamcmd to look for a new update? It seems like it's just giving me the update before this one.
To clarify, I still have this problem
I just use app_update
But I use a docker image
So I just restart the container and it downloads the newest
I'm thinking of just using Steam instead 😂 SteamCMD seem to create more problems for me than good
I don't but I'm ready to learn
It's really neat
I've been wanting to start using Linux a bit too, so this might be a good entrypoint
could follow the wiki page
can anybody help with this?
did u look in server manager
those are just warnings and running server sits at those 2
its offline
what are u checking on .. local lanip netip
wdym? the server is running on a vps sever and i connect via gitbash
hmm
if ur on lan it should show up fine without port forwards that net ip would need done if its not a hosting company
its wired... the server has been shut off and turned on multible times before
fixed it
can confirm this docker works great
I load a new map up and the save should be in ~/.config/Epic/FactoryGame/Saved/SaveGames but it doesn't make a saved folder
It could be a permissions thing. Make the folder yourself
I have tried making a folder but it won't pull the old map or put a new one in the folder
Does the server have some massive buffer for STDOUT? I don't see player join messages until after they leave.
not in my experience
@dim grail This might be a stupid question. But where do you find the savefiles folder?
I ended up using Docker Desktop and got everything else set up
@elfin idol C:\Users\{User}\AppData\Local\FactoryGame\Saved
that question is answered on the Wiki
but in short: if SteamCMD was used to install, stop the server gracefully and use the same command you used to install the server to update it.
If you used the Steam desktop client, it should update automagically like any other Steam-managed program
The server one or your local one?
The one through docker
The path you put in config should create a save files and backups folders
is there a way to have two hub or no? I just want to play separately location with friends, slowly build to connect each other.
I don't think so. Only thing you can do is build a crafting bench the other place
so it is only stuck with only one hub to push the progression stages?
the game state is tied to the save - not the players, no way to have 2 hubs, or 2 different progression states in a single save as far as I know
ah. are they will make a plan for it or no?
haven't heard about that being developed, personally - but, by no means am i an expect on what's coming down the development pipeline haha
not really a DS question though rather than a general MP one. Maybe post the idea on the QA site for the devs to consider?
does anyone know if dedicated servers can be bought yet?
not likely if you mean pre-setup
i've seen a few service providers offering Satisfactory, i think GPortal was one.
VPS servers are cheap and the DS is easy to configure
but what @alpine dawn said is a better option for sure.
wait so if I got a VPS server, don't I need steam on it to run a server or is there another way?
yes I'm using Nitrado
u use SteamCMD to download the server software
wait so gportal's satisfactory servers actually work?
no idea
sounds like there are options out there
i host all of my stuff myself.
same