#dedicated-servers
1 messages · Page 194 of 1
so if he puts few in and tries .. it will increment if the port is why
Had an old port forwarding for an ARK server for 7777 udp/tcp
Since it was old, it was to a different local IP
wrong IP? 🙂
nice, gg
i guess the lesson here is, always remove un-needed forwarded ports, even for security reasons 😛
Thank you for the help all!
Enjoy OCD Simulator!
enjoy
lol, thanks all!
i cant find the server download in steam can someone help
If you own the game on Epic for example, and not Steam - You have to download the server using SteamCMD
ok ty
<@&387163995947270144>
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i called in satis also
I can test real quick, sure
Hi, I have a train that is stuck in docking mode and no matter what I try, I cannot get it unstuck, I also cannot dismantle the train or the train station, nothing helps, no matter if in self driving mode or not. Any known workarounds that I could not find yet?
Restarting the server and resetting the power line seems to have helped, very weird.
you can try to acces the driving plan via train station and cancel docking
and if this doesnt help you can download your safegame, upload it to the calculator, locate your train that is stuck, rioghtclick and delete object, download safegame from calculator and load it ingame
Schabe method should work, downloading the save and playing in single player for just a min will also fix it from what someone told me.
playing on dedicated server, when i put mouse over inverted steel frame to select it to build the game crashes. repeatable not sure if its been reported.
that is a known bug
ok cool its not me then 😛
You can send Questions, Feedback, Suggestions, and Bug Reports at https://questions.satisfactorygame.com/ - <3 @slim spoke
there is site to check and report
thanks
Is there a way to install previous versions of the dedicated server?
have issue with four car train only unloading first 2 cars. cars are full but wont unload. I rebuilt station and train, restarted server but no change.
Trains seem to be a buggy mess on dedicated servers currently, have you tried to load the save into single player and allowing (if it works) the train to unload and reupload a svae after the fact @buoyant cobalt ?
no I haven't yet. not easy to pull save off my cloud server but I will give it a try. Thank you.
Mhm seems like trains still dont load with the new update
can someone confirm this for me?
Is there any way to give a player an item?
Anyone have room in their dedicated server for me want to try it out setting up one seems a bit much for me
Hi
How i find out the address of my server?
Are you hosting it locally or via a hosting provider?
i host it on my own pc
Only really easy way of doing this is to place a box on the ground and load the save in the satisfactory calculator editor and edit the contents of the box.
So for you 127.0.0.1 is what you'll need to connect to, your friends will need to connect to your WAN IP, assuming you have done all of the needed port forwarding.
Are you EU or elsewhere?
Euorpe, states, etc.
Ok I'm in united states so states I guess
I could host a server for you, but it'll be around 140 ping to east cost usa
Let me try to join someone's since I'm clueless on joining think it was Amelia who dm'd me
Okay
i have a lot of warning during start the dedicated server. Is that normal? i can play on this server normal
[2021.11.14-15.31.54:013][479]LogNetTraffic: Warning: Notification::ProcessReceivedAcks - Missed Acks: AckedSeq: 9631, OutAckSeq: 9264, FirstMissingSeq: 9265 Count: 111```
You'll also get warnings during gameplay to when belts are built and stuff like that, all normal.
Ye this is fine
ah okey, thanks 🙂
and this Error?
[2021.11.14-15.31.24:740][914]LogGenericPlatformMisc: Error: SetEnvironmentVar not implemented for this platform: SteamAppId = 526870
Should be fine, as its a steam error and the server itself doesn't use steam afaik
ah i unterstand, thanks for fast answer 🙂
:)
autosave, how often will save the game?
5min woah :), is that right, no laggs anymore during save? oO
ok thanks i will check wiki
Yes it still lags, but it doesn't lock your game up, it will rubber band you though.
When your factory is big enough that saves take over 1s at least...
So the principle is the same as in the solo game?
Pretty much, except its the server that is pausing during save, not your client.
And the pause can make you rubber band back to where you were as it started the save process.
Na you'll need large pauses on large save files to get the lag. as u expand your factory expect to want to increase the save interval so it lags less often.
it took 7.6 seconds, but i realize no pause nor i jump back 🙂
[2021.11.14-15.41.45:106][804]LogGame: Total Save Time took 7.684 seconds
We're you moving at high speed during the save?
Also you must have a big factory to have such as large save file for sure :)
yes i moved fast
with hoover
but i think, it is much better with the autosave laggs as before
before, 1-2 seconds ... 😉
Setting up the dedicated server was pretty painless. Now I just need to get some friends.
hello
is this updated?
no worries, it is
I was just changing this file while the server was open 🤦♂️
My dedicated server is forcing an automatic restart, that normal?
Got a message stating "server will reboot in 30 minutes"
Once a day indeed, it's intended
Can I ask, do dedicated servers still require playing together?
Hey!
Just want to know, is there a command for my windows Service server to just restart it? have some bugs in the game
no, you can play alone as long as the server is online
I mean, is the world still limited to 1 hub
yes and it will be still 1 hub in the future. the devs decided there should be no pvp
Understandable, though I would've liked to see being able to progress in seperate areas.
maybe in the future they decide to implement that. maybe the coding for this is very time consuming and they first want to bring out the already planned stuff
you can still make a second elevator and have 1 player focus on that, while the other focusses on tier progression?
that's fair. I had more hoped to have my 3 friends I'd be playing with in each of the starting locations, but I can see late game resource gathering would be problematic without some sort of instancing system
Ironically all 4 of us have different preferences on starting locations 🤣
anyone notice the invisible belts being back on the dedicated server?
Syre there is a way you could do that put the hub in the middle of the 4 zones then put hypertubes in each location
Syre just do some creative building before you all start with map editor
I have only ran into issues where items appear funny on belts. Other than that the dedicated server runs better than standard multiplayer games. Anyone else having this type of success?
do smart splitters work for u guys? im having terrible issues to get it to save settigns
I really hope we get some server stability fixed this week. Beginning to get somewhat annoying 😦
Hello, In my dedicated server, when I click v to open the record menu it wont open. Is there a way to fix this? (for the trucks)
Reconnect
so is there a setting or a function i can turn on, player boxes dont spawn when you die and when you dismantle stuff when your inv is full
Is there a tech savvy soul here willing to help me troubleshout my Dedicated Server setup?
what's up with it?
I have the port forward, the firewall whitelist, server is up and running and working from 127.0.0.1
but from the outside, unable to join
okay sure, we can troubleshoot
can u give me pics of ur port forward configuration?
above was sorted via PM
i can not open the vehicle path load window with out the game crashing is there a way to fix this ore delete the saved path's ?
Can someone help me understand how to get my gamesave from one server to another?
I read the wiki, but I am not sure how it works, as I have copied it over, but its a brand new game.
Maybe, just maybe, I figured it out!
on server start a save then use load sessio n
Yeah, I didnt realize I could load like that lol
to get save from server to server just copy the file and paste on the other computer
I just went to a server that now has a SSD and 128GB memory just for sat!!!! lmao
did that and it did not working it still crashes win i open path load window
verify files reboot restart ......
the server or client ?
all of it
ok well try it now
sure and no sense pinging me i dont use vehicles they suck
no it still crashes and gives a Big ass Error Report lol.
^^^^^^^^^^^^^^^^^^^^^^^
i sent a bug report holey they well fix it other people or having the same problem.
mine worked fine
question, can epic games clients connect to the dedicated server?
ok thanks
Admins you should make a channel to advertise servers and stuff
#looking-for-group-old just dont put ip
how fare apart should i put my pipeline pumps
You’ll find better answers in #old-questions-and-help unless you have questions about the #dedicated-servers
oh pump missed that word lol
put before pipe goes up and it shows hologram that u put next one insde of .. if u need it
Question about account tokens and stuff. I generated a token for the dedicated server tool but I'm still being told launching the game on my own pc will close the server on my other computer. Is there more to do than simply generating the token?
ty
you can run multiple dedis.. just use steamcmd to install them separately
Well I think I've got the dedicated server installed properly on a separate computer. It's just not letting me have my client side application open at the same time as the server side application under the same account
dedi is standalone u can run it on same computer as client at the sametime
I'd prefer to run it on a separate computer that isn't in my room though.
Alright I will try that. Thank you
I understand now. The tool can be launched without the need for a steam account at all.
yup
By any chance, do you know if I can use a pre-existing save file on the dedicated server tool?
I see Manage Saves in the Server Manager is Under Construction...
and the server is standalone.. u just get admin on it and ur player is online when u play .. its not in use by server
yes u have to put in right folder for server then in game
goto the server manager ..console and use load session from the wiki page
i dont remember the cmd
Do you know where the folder is found?
wiki says
Understood
depends on os
Got it all running. Thanks so much!
yw
some from column A; some from column B?
My whole Turbofuel setup won't work because pipes just absolutely refuse to work
lol
and the logs are all just full of jank shit like this
verify files and try installing server again for new files
Do you ever say anything useful?
This is a known bug I keep running into, I've also reported it on the bug site.
The only way I have fixed this (well I use the term fixed very loosely) is to download the save file, place the pipes that refuse to place in single player, save and reupload.
I usually get this problem with lifts tbh, but have seen it with pipes also.
Yay for alpha software lol
Yeah, I'm just bailing on that project for the time being
Flow rates made absolutely no sense, sometimes replacing pipes would fix things, but.......none of the math adds up and I'm just bored with fucking around with that at this point. CS will fix it eventually
Yeah, for sure.
I've had it a lot of times that I have to recheck my fluid machines, while pipes show connected they are actually not.
Quite often my power plant builds suffer due to a single pipe not actually transferring water, messing with the math.
Just sucks because that was the first time I'd tried the blender setup for turbofuel, and the system won't profuse
Might be worth you double checking these things too, adds to your setup time though which is a bummer.
Dude, past 2 days all I've done is check every single pipe, junction, valve, and pump
Ah righto
I could have set up nuclear and gotten more power by now, lol
Then, I would say do the single player trick, while not great it does work.
Just, ya know don't touch the build after you have uploaded the save again to the server haha :(
If I loaded this save local and everything was just working, I'd be mad, lol
I'll just go fuck off elsewhere and start playing with radioactive shit
Lol fair, hope that works better for you.
Oh, it never has before, lmao
But at least then it will be a matter of my learning disabilities and not the game being fucked.....maybe
Well, it is more fluids, random broken pipes and belts that sometimes don't render their contents no matter the build. I wish you luck :D
not rendering their contents is just a visual glitch though, its not so bad
Yeah for sure, makes it annoying when trying to troubleshoot a build tho.
yeah, I don't care about the visual glitches. Every conveyor lift in my world looks ridiculous, with shit flying out the top of it, right now
But, the devs will fix it all up eventually.
I am 100% confident that they will
I'm just glad my factory keeps on purring along when I'm not there haha.
I mean, mine does too....for now. But before I can expand massively, I need more power, and....my new power setup won't work because pipes are borked
Is anyone having an issue where you randomly respawn while in in the server?
I've had it in hypertubes, bout it
i hate that single core disadvantage
Are loading/spawn times rediculously long recently or is it just my server? can take 5 mins to load in
i noticed it depends on the area you leave the server, if there is nothing build around you the login time is much lower, but yes on my server i need also a long time to join
yeah same, larger the modifications you have done to your world, the longer it'll take for sure.
There seems to be a lot to that. The machine you're playing on, your internet connection, the server hardware, its internet connection, etc etc
Like, if you're playing on a potato or someone is trying to run the server on a Raspberry Pi, expect pain
Yeah im on a 3950x and the dedicated server is more than capable. It just seems after the last few updates its gone to poo.
I'm running a 3950X and 64GB of RAM with a 3080, and the server is in a VM with 8 cores and 16GB of RAM, and I load in a minute or two
Oh, how built up is your world?
unlocked everything, got every harrdrive, 15 nuclear power plants, currently installing trains etc
hmmm
yeah, endgame has never been particularly well optimized
I haven't seen load times that bad yet on my dedicated server, even if I'm loading in when I logged out at my power plant where there's like 150 generators
my savegame is acutally 6.9MB
anyone else had weird desync issues with trees/rocks?
they get destroyed and then come back randomly and are indestructible
nice
Well, that's not the smallest one I've ever heard of, lol
you're not alone with the pipe issue. I'd end up restarting the server to get it to behave. encountered it last night trying to redo some pipe. didn't help my conveyors would bug out too. couldn't create them either. weird aiming issues. conveyors not snapping to things. power poles not registering a click when I want to extend them.
BUT, at least I can leave a factory running and come back to full boxes next day. 🙂
The placement thing is a minor annoyance. Pipes never perfusing is my real problem
Doesn't matter how I valve and pump shit right now, pipes will not carry their stated capacities for any useful distance
it's fun when you build everything only to find one pipe segment doesn't work.
Spent two days testing that theory
It seems like I'm losing volume to the void at every single junction
ive found the same, always used to have 5 water pumps to 2 reactors
but they cant handle that anymore
600p/m mk2 pipes is a lie
Seriously
ive ended up splitting every reactor to have 3 pumps each and seperate pipes
I intentionally have an unused remainder in my power plant, and random generators just never get fuel
The pipes should fill, and the blenders making turbofuel should get backed up
And yet
Halfway down the line, there's just nothing in the fucking pipes
No matter how many pumps, no matter how many valves set to the exact number each row or individual generator needs
I'm just giving up on that whole project until I see something about pipes in patch notes
2 days of checking and rechecking every single connection in that pipe network was enough.
Wonder if that is just a server related bug...
Are ya'll having any issues with trees/rocks coming back and being indestructible? I'm not sure if its related to it being a dedi or not
ive had 2 trees randomly reappear inside the base, and an invincible rock block both a coal and caterium node
One of the rocks you can like "walk" through, kind of, but cant place a miner there
use the chain saw. it's a dysync issue. but also I found one small strip of a forest that never gives resources or disappears. also if the issue persists with a chain saw restart the server. I have mine set to restart once ever 12 hours
You have yours on a schedule... Think it's a runtime issue where these bugs pop-up?
Had this issue with the rock as well, restarting the server fixed it
yes. I noticed the ram starts to increase a bit after 12 hours. so set a restart scheduled there. also I found if you play over 4 hours you need tonre as tart your game abs conpletly close steam and refresh your end for some of those wierd sync bugs
I found that a restart of the client and server was sufficient for me. Not the whole computers, just the game itself. Looks like I need to pick a good time to schedule my server restart.
Has this bug been reported?
not yet still gathering my own data to detail a sufficient report
Already restarted multiple times :/
also not my whole computer but the steam client completly. the web helpers some times buffer old data. so you end up revisiting the same problem. it's better to clear the steam cache. and let steam request freash data from the server
one of the rocks got fixed during the restart, but the trees are invincible
steam caches data from the satisfactory server?
yea, I noticed a full steam restart when I first log in trees are poofing and what not as my conputer catches up
but if I dont restart seem full log in is 20 secconds max. and no catch up
interesting.
noticed this with a large handfull of games. its simply to reduce load times. gamers want it now not later lol
yeah.... server issues at 10pm when I'm supposed to be in bed wasn't fun. I just wanted to complete the last segment so a new set of machines can make my motors overnight. XD
adding a dedi in the mix just makes for another thing to restart for it to behave.
trains are so bugged on servers
how so?
Fluid platforms just dont work properly.
I have a station and 4 fluid platforms, first 2 unload, anymore dont work
seems to be a recurring theme with fluids...
Tried flushing, rebuilding trains etc and only the first two platforms unload
the rest do not
The trains also say they are doing 110kph but i can hover faster at certain points. They also drive through the station and then reverse back in cos they bugged past it
so broken
hmm... haven't tried racing a train with the hover thing... lol
oh its obvious when they are bugging out, they are so slow
i think a lot of the issues are when the game is auto saving
Ashburn va has alot data centers I own a rack in one. rent some floor plan in it. host a few games on it. but its nice having the space to toss things on it.
So basically I own the hardware rent the slot it is sitting in. it has fiber access. rent cover data/power consumption
how much ram did you set aside for your servers
I bumped mine up to 8 gigs, since it spikes to about 6.5ish during an auto save
heh, my question was meant for the other guy. forgot the tag. still neat though.
I just have a box here in my house I run the server things on.
You could have a point here!
nice dude
10 core xeon, 96gb of ram, more than enough ssd space.
raid?
after I bought the llancool 2 case with a raid controller every I build must be set up that way
hot swappable drives that will rebuild the new drive no data loss.
totally worth it
it's got a few hdds for plex, it's primary duty.
hotswap here too now. got tired of usb drives crapping out. 8 bays, one for the ssd. attached to a h310 card in IT mode.
nice
your advantage you can touch yours all willy nilly
I have to get permission ahead of time and schedule any upgrades or maintenance.
they keep a gaurd type dude near ya to make sure your not messing with other peoples stuff. and as far as routing type hook up a center engineer is required your only allowed to touch what you own essentially
Having same issue with trains
How can I totally reset a dedicated server? What files do I need to remove?
how can i get dedicated server if my game is on epic?
Use steamcmd. The wiki lays out the how to pretty well.
Thanks!
Hey ! Can I make a dedicated server on a VPS provided by IONOS ?
Last time I looked the system requirements were also on the wiki page
You need shell level access to the server if so. I've had servers running on digitalocean and ssdnodes.
FWIW, what I've found is, some providers (like ssdnodes) overprovision their hardware so you may get lag due to the load of the physical server.
my dedi load's satisfactory in 15 seconds here in my lab on a dedicated server... on ssdnodes it took 15 min to start up. DO, it was < 5 mins but thats A LOT more money/month.
Hey Does anybody know when dedicated servers will come out on epic
Not for a while, you can still make a dedicated server on a server with steamcmd.
okay thanks
I'm a real fan of using a hypervisor like ProxmoxVE, saves a lot of trips to the datacenter.
heey guys me a a couple friends renting a server true nitrado for the last 2 weeks everything runs fine and smooth so far now we just hade a update how do u update the server we rent we tried restarting but that didnt worked anny one know if there is a seperate button for updating or something
You'll have to most likely talk to your service provider for questions of that nature.
Does anyone know the steam a2s server queries will be added to query the status of the dedictaed servers?
It's unlikely. Steamworks unfortunately is very steam centric while for us cross play is very important so those two are at odds with each other.
But we will likely have some other way to query server stats.
And a fancy API.
Maybe one day the server binary will accept input from STDIN too? fingers crossed
It would be very nice to do that. Thanks @rose valley for the information about this.
Also unlikely. UE4 does not support that easily and I think a remote API could fill that void adequately well.
ah ue4 limits, righto!
I just need to remember to quit the server gracefully on my client to ensure it saves before I close down the process, as typing in "quit" doesn't seem to save the world before hand - unsure if this is even an expected feature tbh.
We should probably handle the interrupt signal a little better for that purpose.
ah yes that would also be grand
That's also just how the engine is built but fortunately we have the code so we can probably change something like that. It's firmly in the backlog.
ah i'm glad to hear it's in the "todo" list as such, but yeah it's a extremely minor change where other pressing things take priority, and there are ways around it too which is good for me personally.
I assume this bug is known as well - where belts do not always show their actual state of items passing on them, i rather not shove another dupe onto the question board.
Is there a bug tracker somewhere?
I'd like to see if the empty-session-name bug has been tracked and add it if not...
ty
In dedicated server section at bottom
made a test manual save, waited a few minutes, try to load that save, caused a crash. turning back on was at the last autosave.
repeated process - logging back in -loading previously mentioned manual save. got kicked from game(expected) and loaded with no issues.
I totally didn't forget to add it to the patch notes, you just forgot to read it 👀
Anyone know if it's possible to delete a train stuck in "docking" ?
@ebon wing Yes, stop your server, download your save and open it on https://satisfactory-calculator.com/en/interactive-map - right click the train and select delete.
save the map file and upload it back to the server
Haha Uzu, you were testing us!
thanks ❤️
more server crashes since last update 😦
Share some crash logs?
last 3 logs
Only FactoryGame-backup-2021.11.15-17.12.03.log contains a crash. for what it's worth
Can you share that please? A little hard to handle a zip file on phone. Only the call stack.
[2021.11.15-17.12.03:201][223]LogCore: Assertion failed: Cast<AFGBuildableConveyorBase>( mSnappedConection->GetOwner() ) [File:D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Hologram/FGConveyorAttachmentHologram.cpp] [Line: 468]
make sure we are only connecting to conveyors
there ya go
Full Stack:
0x00007f53183a8eb6 libUE4Server-Core-Linux-Shipping.so!FGenericPlatformMisc::RaiseException(unsigned int) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp:472]
0x00007f531854432b libUE4Server-Core-Linux-Shipping.so!FOutputDevice::LogfImpl(char16_t const*, ...) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:61]
0x00007f53184ea5a6 libUE4Server-Core-Linux-Shipping.so!AssertFailedImplV(char const*, char const*, int, char16_t const*, __va_list_tag*) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:104]
0x00007f53184ea432 libUE4Server-Core-Linux-Shipping.so!FDebug::CheckVerifyFailedImpl(char const*, char const*, int, char16_t const*, ...) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:458]
0x00007f52c671b001 libUE4Server-FactoryGame-Linux-Shipping.so!AFGConveyorAttachmentHologram::ConfigureComponents(AFGBuildable*) const [D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Hologram/FGConveyorAttachmentHologram.cpp:468]
0x00007f52c670817d libUE4Server-FactoryGame-Linux-Shipping.so!AFGBuildableHologram::Construct(TArray<AActor*, TSizedDefaultAllocator<32> >&, FNetConstructionID) [D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Hologram/FGBuildableHologram.cpp:763]
0x00007f52c6466ab7 libUE4Server-FactoryGame-Linux-Shipping.so!UFGBuildGunStateBuild::InternalConstructHologram(FNetConstructionID) [D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Equipment/FGBuildGunBuild.cpp:1077]
0x00007f52c64664e1 libUE4Server-FactoryGame-Linux-Shipping.so!UFGBuildGunStateBuild::Server_ConstructHologram_Implementation(FNetConstructionID, FConstructHologramMessage) [D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/Equipment/FGBuildGunBuild.cpp:1038]
0x00007f52c68c8657 libUE4Server-FactoryGame-Linux-Shipping.so!UFGBuildGunStateBuild::execServer_ConstructHologram(UObject*, FFrame&, void*) [D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Intermediate/Build/Linux/B4D820EA/UE4Server/Inc/FactoryGame/FGBuildGunBuild.gen.cpp:575]
0x00007f5317dd2037 libUE4Server-CoreUObject-Linux-Shipping.so!UFunction::Invoke(UObject*, FFrame&, void*) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp:5588]
0x00007f5317f2fe03 libUE4Server-CoreUObject-Linux-Shipping.so!UObject::ProcessEvent(UFunction*, void*) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/CoreUObject/Private/UObject/ScriptCore.cpp:1990]
0x00007f531679a779 libUE4Server-Engine-Linux-Shipping.so!FObjectReplicator::ReceivedRPC(FNetBitReader&, FReplicationFlags const&, FFieldNetCache const*, bool, bool&, TSet<FNetworkGUID, DefaultKeyFuncs<FNetworkGUID, false>, FDefaultSetAllocator>&) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Engine/Private/DataReplication.cpp:1277]
0x00007f5316799617 libUE4Server-Engine-Linux-Shipping.so!FObjectReplicator::ReceivedBunch(FNetBitReader&, FReplicationFlags const&, bool, bool&) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Engine/Private/DataReplication.cpp:1092]
0x00007f5316777924 libUE4Server-Engine-Linux-Shipping.so!UActorChannel::ProcessBunch(FInBunch&) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Engine/Private/DataChannel.cpp:2862]
0x00007f5316778b42 libUE4Server-Engine-Linux-Shipping.so!UActorChannel::ReceivedBunch(FInBunch&) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Engine/Private/DataChannel.cpp:2703]
0x00007f531676da0f libUE4Server-Engine-Linux-Shipping.so!UChannel::ReceivedSequencedBunch(FInBunch&) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Engine/Private/DataChannel.cpp:408]```
0x00007f531676ea52 libUE4Server-Engine-Linux-Shipping.so!UChannel::ReceivedNextBunch(FInBunch&, bool&) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Engine/Private/DataChannel.cpp:826]
0x00007f531676dc1c libUE4Server-Engine-Linux-Shipping.so!UChannel::ReceivedRawBunch(FInBunch&, bool&) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Engine/Private/DataChannel.cpp:508]
0x00007f5316a2ca36 libUE4Server-Engine-Linux-Shipping.so!UNetConnection::ReceivedPacket(FBitReader&, bool) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Engine/Private/NetConnection.cpp:2782]
0x00007f5316a2a154 libUE4Server-Engine-Linux-Shipping.so!UNetConnection::ReceivedRawPacket(void*, int) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Engine/Private/NetConnection.cpp:1313]
0x00007f5306956a52 libUE4Server-OnlineSubsystemUtils-Linux-Shipping.so!UIpConnection::ReceivedRawPacket(void*, int) [D:/ws/SB-160502110050-fad/UE4/Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Private/IpConnection.cpp:456]
0x00007f530695a6c8 libUE4Server-OnlineSubsystemUtils-Linux-Shipping.so!UIpNetDriver::TickDispatch(float) [D:/ws/SB-160502110050-fad/UE4/Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Private/IpNetDriver.cpp:1378]
0x00007f53167dbe2c libUE4Server-Engine-Linux-Shipping.so!TBaseUObjectMethodDelegateInstance<false, ADefaultPawn, void (float), FDefaultDelegateUserPolicy>::ExecuteIfSafe(float) const [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Public/Delegates/DelegateInstancesImpl.h:609]
0x00007f531688dad1 libUE4Server-Engine-Linux-Shipping.so!TMulticastDelegate<void (float), FDefaultDelegateUserPolicy>::Broadcast(float) const [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Core/Public/Delegates/DelegateSignatureImpl.inl:955]
0x00007f5316989a43 libUE4Server-Engine-Linux-Shipping.so!UWorld::Tick(ELevelTick, float) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Engine/Private/LevelTick.cpp:1336]
0x00007f531683b2f0 libUE4Server-Engine-Linux-Shipping.so!UGameEngine::Tick(float, bool) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Engine/Private/GameEngine.cpp:1799]
0x00007f52c6584a03 libUE4Server-FactoryGame-Linux-Shipping.so!UFGGameEngine::Tick(float, bool) [D:/ws/SB-160502110050-fad/UE4/Games/FactoryGame/Source/FactoryGame/Private/FGGameEngine.cpp:14]
0x00000000002156a9 UE4Server-Linux-Shipping!FEngineLoop::Tick() [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:4890]
0x000000000021632a UE4Server-Linux-Shipping!GuardedMain(char16_t const*) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Launch/Private/Launch.cpp:171]
0x00007f5314911dc5 libUE4Server-UnixCommonStartup-Linux-Shipping.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [D:/ws/SB-160502110050-fad/UE4/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264]
0x00007f531476509b libc.so.6!__libc_start_main(+0xea)
0x0000000000214709 UE4Server-Linux-Shipping!_start()
Were you trying to build conveyor belts at the time?
on a normal 1m foundation - nothing special.
but i think it crashed last time by placing mergers
I see. If I can ask for one more favor, can you please make a short post about this on the qa site?
sounds scary, i'll go build belts on foundation.
You and me both
tried a few random variations, nothing yet
maybe zoop did the change? the Merger's i places just before it crashed were displayed as hologram just like placing walls in Zoop-Mode.
how the hell did u get mergers into zoop mode lol
🤷♂️
Magic 😄
or do u mean, u placed a merger but the blueprint ghost was still there after u clicked?
a bit like this?
pfft
(check the video in the link)
just wanted to confirm you're getting that, and maybe upvote that post 😄
timestamp?
like 20s in
yes its like you had
alright cool, and this is in the latest patch just released?
how can i fully max out my LAN connection so my game loads faster/doesnt have as much pop in?
You can modify the Socket handlers in the UE4 engine by updating the INI files to allow for more bandwidth, but I am unsure how successful it is.
Both server and client would need the configuration change.
make sure your network quality is on Ultra, and if that still isn't enough the community wiki has a few Engine and Game ini tweaks you can try
Engine.ini
[/Script/Engine.Player]
ConfiguredInternetSpeed=300000
ConfiguredLanSpeed=340000
[/Script/OnlineSubsystemUtils.IpNetDriver]
MaxClientRate=300000
MaxInternetClientRate=300000
NetServerMaxTickRate=120
LanServerMaxTickRate=120
MaxNetTickRate=400
InitialConnectTimeout=300.0
ConnectionTimeout=300.0
[/Script/Engine.GameNetworkManager]
TotalNetBandwidth=104857600
MaxDynamicBandwidth=104857600
MinDynamicBandwidth=104857600
[/Script/SocketSubsystemEpic.EpicNetDriver]
MaxClientRate=300000
MaxInternetClientRate=300000
it is under "Temporary Lag solution" here https://satisfactory.fandom.com/wiki/Multiplayer
this is mine, but again it probs does nothing much 😄 lol
yeah, it is worth noting that some of the pop in is due to how the game separates areas
for instance I always notice that the grass pops into the rocky desert when I am driving in from the northern forest
because there is a border there and the game doesn't blend across borders perfectly
Good point, the server i would not have thought is "Streaming" objects to you after the initial world download as you move around, but i am no coffeestainer so i am unsure on that one.
yeah, my understanding is that the world is separated into regions that determine what objects load, and sometimes the seams are visible
Bogdan, after todays patch should one re-apply this command if they already had it, to ensure new variables are set?
I do not think so but do not hold that against me if not true. I'd verify.
Alright, ty
I would imagine it can't hurt to rerun it anyways
probs set it to 2 then back to 3 or summit
i'll do that when i boot the game up again next.
Dude. You have a 5 minute InitialConnectTimeout?! Are getting connections from The potato computing population?
ah i dunno mate, it was a copy and paste job lol
but yeah 300 seconds is a bit stupid, i'll take that parameter out
ty for noticing that!
I mean, keep it in there if the calico girl in your profile picture is trying to connect. LOL
Usually, you want to set the connection time out to be approximately half of whatever your initial time now except it. The reason being that, ostensibly, an already established connection can be considered dead in a shorter period of time then an incoming connection takes to establish
my trains seem to have teleported
see lol
ah snow, your trains now live in 0,0,0 - unsure on that one 😐
or just the icons are broken?
this, I find that the icons for my trucks bug out on the map frequently, despite the trucks ariving at base no issue
ah this is good news - i still have yet to do trains and ngl, after multiple reports of them breaking i'm glad i have not done them yet lol
I know. Calico cats are female (hence my “calico girl“) due to the genetics of the coloration. There are, due to an exceptionally rare genetic mutation, male calico‘s, but it is extremely extremely rare
ah sorry, i didnt get that connection lol
Ran a train system last night from the grasslands initial base area over towards the cave that has geranium deposit in it. So only about 2 to 3 km? So far everything seems to be working fine. It’s only a single track, running bidirectionally but no problems so far
Once again, individual network tweaks will always be overridden by the network quality setting. Always set that and that alone.
ah interesting, so removing that part on the wiki that explains how to modify your INI file is probs a good idea.
Can't override "read-only" 😈
Thanks!! Is there a listing somewhere that us wiki updaters can see where this information is available about what to settings hang from that Overarching setting.
but yeah, prob best to stick with the official settings
Well, sure. And then you get issues because the game can’t create new ini files as needed by an update.
😉
Haha, can override read only in runtime tho 😉
It overrides them in game, no need to write to files for that.
"oh i see that file is read only, let me just change the value in the variable anyways"
Ahhhh. Thanks
i must admit, it's great now that it takes me about 10 seconds to load into the game, where it used to take about 30-40
Ah, my great plan to give satisfactory a 1tb/s limit has been foiled
haha ^
After todays patch?
Yeah Bog
Praise be to Dylan!
Not too much praise though, dont want them getting like all over confident 😛 haha
Screenshotted.
that was a big typo for sure! 😄
Sorry... to bring up something thats probably written somewhere... How do i update the server to reflect the new version?
pretty much the exact same way you installed it @raw cove
If you’re running the steamcmd version, run the same command that you used to install it in the first place. That will check versions, download and install then verify.
if you have it installed from the steam launcher, update it from there
What can I do when satisfactory.service does not work and it shows this error message on service startup:
Job for satisfactory.service failed because the control process exited with error code.
See "systemctl status satisfactory.service" and "journalctl -xe" for details.
(Im not the best in Linux)
if you have it on AMP stop the server and press the update button
However, you must ensure that you have adequate amounts of conveyor belt spaghetti. Have you enhanced your spaghetti levels since we last spoke, Llama?
😉
@slim idol try running the server from the binary itself, to see what may be causing the process to shutdown causing systemctl to output that error.
I think it was a different Llama @versed merlin !
maybe...
Oh yeah! I am almost to tier 7 so plenty of spaghet
@feral dawn How do I do that?
ah it is the same llama!
Nope. Same@sage lynx. 😉
@slim idol go to where your server is installed, and run ./FactoryServer.sh -log -unattended i think
Well then, you should be good to go! Spaghett onwards, young camelid!
yeah ive run that server before with that and this works just fine
okay so it's just systemctl that's broken then yes?
but the service skript does not work
satisfactory.service - Satisfactory dedicated server
Loaded: loaded (/etc/systemd/system/satisfactory.service; enabled; vendor preset: enabled)
Active: failed (Result: exit-code) since Mon 2021-11-15 18:11:07 UTC; 8min ago
Process: 29834 ExecStartPre=/usr/games/steamcmd/steamcmd.sh +login anonymous +force_install_dir /home/steam/Satisfa>
Nov 15 18:11:07 ubuntu-2gb-nbg1-1 systemd[1]: satisfactory.service: Control process exited, code=exited, status=203/EXEC
Nov 15 18:11:07 ubuntu-2gb-nbg1-1 systemd[1]: satisfactory.service: Failed with result 'exit-code'.
Nov 15 18:11:07 ubuntu-2gb-nbg1-1 systemd[1]: Failed to start Satisfactory dedicated server.
Nov 15 18:11:07 ubuntu-2gb-nbg1-1 systemd[1]: satisfactory.service: Scheduled restart job, restart counter is at 5.
Nov 15 18:11:07 ubuntu-2gb-nbg1-1 systemd[1]: Stopped Satisfactory dedicated server.
Nov 15 18:11:07 ubuntu-2gb-nbg1-1 systemd[1]: satisfactory.service: Start request repeated too quickly.
Nov 15 18:11:07 ubuntu-2gb-nbg1-1 systemd[1]: satisfactory.service: Failed with result 'exit-code'.
Nov 15 18:11:07 ubuntu-2gb-nbg1-1 systemd[1]: Failed to start Satisfactory dedicated server.
cat /etc/systemd/system/satisfactory.service
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStartPre=/usr/games/steamcmd/steamcmd.sh +login anonymous +force_install_dir "/home/steam/SatisfactoryDedicatedServer" +app_update 1690800 validate +quit
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh
User=steam
Group=steam
StandardOutput=journal
Restart=on-failure
KillSignal=SIGINT
WorkingDirectory=/home/steam/SatisfactoryDedicatedServer
StandardOutput=append:/var/log/satisfactory.log
StandardError=append:/var/log/satisfactory.err
[Install]
WantedBy=multi-user.target
alright ty
open a new SSH connection to your server (so you have two)
or, if u know how to use tmux, open a new pane
yes
okay, on that console run
journalctl -axef
then on the other window, try to start the service systemctl start satisfactory.service
then check the journalctl window for errors
it comes just that error and nothing in jurnalctl
hmm, journalctl should have thrown up whatever the process was erroring...
either way, the status output seems to think the StartPre is erroring, if im reading that right.
have u tried to run /usr/games/steamcmd/steamcmd.sh +login anonymous +force_install_dir "/home/steam/SatisfactoryDedicatedServer" +app_update 1690800 validate +quit interactively?
then it comes that
-bash: /usr/games/steamcmd/steamcmd.sh: Not a directory
there ya problem then, ermm
Do the dedicated servers autosave?
Yes, every 300 seconds by default Mista
also every time a player disconnects
Very neat!
yes up to games does it exist but the steamcmd folder also exist but i cannot move into it
Ubuntu?
yes
drwxr-xr-x 2 root root 4096 Nov 13 12:32 ./
drwxr-xr-x 15 root root 4096 Aug 24 08:46 ../
-rwxr-xr-x 1 root root 695 Nov 17 2018 steamcmd*```
yes im in root
chown steam:steam -R /usr/games/
i forget if it's a uppercase R or a small r
so if it errors, change it to be a small r 😛
okay
ll should now show steam steam as the owner, as systemctl runs as user steam we need to grant perms for that.
plz re-give a ll output
drwxr-xr-x 2 steam steam 4096 Nov 13 12:32 ./
drwxr-xr-x 15 root root 4096 Aug 24 08:46 ../
-rwxr-xr-x 1 steam steam 695 Nov 17 2018 steamcmd*```
nano
okay cool
nano /etc/systemd/system/satisfactory.service
the line where it has ExecStartPre=/usr/games/steamcmd/steamcmd.sh
Not sure if I did this right but everything seems to be working. To update the server I just ran app_update 1690800
That sound about right?
in sudo
yes
all commands given now after i gave sudo su assume root
once you have saved that file, you need to update systemctl:
systemctl daemon-reload
now try systemctl start satisfactory.service
exact the same error
yes
will go into PM 🙂
i've set my client to not auto-update, but EGL doesn't seem to let me launch the game, and launching FactoryGame.exe gives me an error - i'm trying to play until my friend can update the server. Any idea how to work around this?
unfortunately epic games launcher will not let you launch an out of date game even if auto update is off
only thing you can do is update the server
that reminds me, I should update my server
yo this dedicated server can i make one and can my friends play on it with me now?
thats the idea
as long as they are on the experimental branch of the game, yes
XD
man reading it now sound dumb
Server goes brrr, etc.
Out of the loop now anyone have status on trains functionality on dedicated? Still have to single player edit?
Even on the past few patches, "having to edit locally" was a sometimes-thing. some had perfectly working trains from the get-go; others could not get them going.
Presumably some of the docking issues have been solved in today's update according to #patch-notes
I'll get into trains soon, once i have built my train network around the map first - then i can report on those bugs too!
i need a little help with my dedicated server. iv had it up and running for a couple weeks but every now and then my public ip changes causing my friend to not be able to connect. The router my isp provided didnt allow for the setting of a static ip so i went and bought another one. i have the ports and everything forwarded just the same and i can connect locally. but im having trouble setting the static ip and getting connection. im tech savy but not very knowledgeable on networking.
-i have a static ip set
-subnet mask set
-default gatesay set
-DNS i did not understand so i set to 1.1.1.1 and that may be my issue but im having a little trouble comprehending what im reading and trying to learn
any advice?
The isp needs to give you a static public ip. That usually costs extra I think.
i already talked to them they said i have to purchase a 3rd party router, which i did. and i have an option to set a static ip in the new router. but when i do i lose all internet connection
@reef lily as Franimus says you cant simply just buy a new router and type any old IP address into it
Sounds like your isp needs to help you set up your router
your ISP will need to supply you with a static IP, also if they told you that you need a new router for this, this is usually false and a way to get more money out of you.
i didnt buy it from them. they specifically said i had to get a 3rd party router
ah right, very very odd
you'll need them to give you the IP address details, but usually they will set it statically their side.
Ensure when you're asking for a static IP, you say that you want a WAN Static IP
in case they are thinking you're asking for something different...
Hey guys, i have a linux server setup and my friend can't join because he keeps on loading until he just returns to the menu
any ideas why this could be?
Your public IP address is assigned to you by your Internet service provider. Usually for residential customers it comes from a "pool" of addresses assigned automagically by a system called DHCP. Such addresses can change from time to time, usually coincident with service or power outages, or simply when your DHCP lease expires and the system decides to hand you a new address rather than renew the lease with the current assignation
if you want a static (i. e. unchanging) address, @reef lily, your ISP has to select and assign one to you. In which case they will give you the IP address, subnet, and gateway for it as these are the most critical things assigned by DHCP
Most common cause for that is not having all three UDP ports properly forwarded from the network ingress to the host running the server
So, lastnight I changed hardware
second-most common cause is not having the ports open on a firewall
I loaded the gamesave from our other server and it worked
I put hours into finishing up a whole world train line. I come back today after updating and restarting the server and its all gone and there are no saves.
No autosaves****
Port=9000, ServerQueryPort=9002 BeaconPort=9004 (9000 - 9005) has been port forwarded
you cannot change all three ports to nonstandard ports. See the Wiki
Anyone know why there are 0 autosaves and the save I loaded isnt being overwritten or anything??
there being zero autosaves is highly unusual. can you check at the filesystem to see if the saves were made but somehow not being seen by the server software for some reason? Start looking in ~/.config/Epic/
ok 1 sec yeah
nothing....
I went from Epic all the way to server and all I have is my save I uploaded....
No other saves, just the one I uploaded. Any ideas how I can get it to start saving now atleast so this doesnt happen again?
the server should auto-save every five minutes or every time a player disconnects
it not doing so is highly unusual
I agree
couple of questions:
as what user is the server running?
what user owns the directory the server should be saving into?
steam
what are the permissions of that directory?
I just created it the way the steamcmd wiki said to as well as the satisfactory server. Clean install of Ubuntu.
Same way I did it on my previous hardware.
how is the server being started (e. g. directly; via systemctl)?
satisfactory.service
can you paste the unit file here please?
one sec
sounds very much like a permissions issue
[Unit]
Description=Satisfactory dedicated server
Wants=network-online.target
After=syslog.target network.target nss-lookup.target network-online.target
[Service]
Environment="LD_LIBRARY_PATH=./linux64"
ExecStart=/home/steam/SatisfactoryDedicatedServer/FactoryServer.sh
User=steam
StandardOutput=journal
Restart=on-failure
KillSignal=SIGINT
WorkingDirectory=/home/steam/SatisfactoryDedicatedServer
[Install]
WantedBy=multi-user.target
and, just to be sure, you do not see any saves other than that which you uploaded in /home/steam/.config/Epic[...]?
Correct, I went from /Epic all the way to /server and did not see anything other than my save in /server
when you uploaded the save did you change the owner of the files to the steam user?
please show the output of this command: find /home/steam/.config/Epic -type d -print0 | xargs -0 ls -ld
I did not do that, but would it even be able to load it if permissions were off?
root@satisfactory:/etc/systemd/system# find /home/steam/.config/Epic -type d -print0 | xargs -0 ls -ld
drwxr-xr-x 3 steam steam 4096 Nov 15 01:03 /home/steam/.config/Epic
drwxr-xr-x 3 steam steam 4096 Nov 15 01:03 /home/steam/.config/Epic/FactoryGame
drwxr-xr-x 4 steam steam 4096 Nov 15 01:18 /home/steam/.config/Epic/FactoryGame/Saved
drwxr-xr-x 3 root root 4096 Nov 15 01:18 /home/steam/.config/Epic/FactoryGame/Saved/Config
drwxr-xr-x 2 root root 4096 Nov 15 01:21 /home/steam/.config/Epic/FactoryGame/Saved/Config/LinuxServer
drwxr-xr-x 3 steam steam 4096 Nov 15 01:10 /home/steam/.config/Epic/FactoryGame/Saved/SaveGames
drwxr-xr-x 2 root root 4096 Nov 15 01:11 /home/steam/.config/Epic/FactoryGame/Saved/SaveGames/server
Bingo
root owns it!!!!
some of the directroies are owned by the root user
so the steam user could not write there
yeah...you need to change the owner to steam
correct
I reckon we should at least throw a warning or something in that situation.
find /home/steam/.config/Epic -type d -print0 | sudo xargs -0 chown steam:users
How do you change the group?
If the server can yet (or eventually) display such warnings in-game visibly to players/admins that would be super-useful
nvm I see now!
chown username:groupname file
Thank you guys 😄
root@satisfactory:/etc/systemd/system# find /home/steam/.config/Epic -type d -print0 | xargs -0 ls -ld
drwxr-xr-x 3 steam steam 4096 Nov 15 01:03 /home/steam/.config/Epic
drwxr-xr-x 3 steam steam 4096 Nov 15 01:03 /home/steam/.config/Epic/FactoryGame
drwxr-xr-x 4 steam steam 4096 Nov 15 01:18 /home/steam/.config/Epic/FactoryGame/Saved
drwxr-xr-x 3 steam steam 4096 Nov 15 01:18 /home/steam/.config/Epic/FactoryGame/Saved/Config
drwxr-xr-x 2 steam steam 4096 Nov 15 01:21 /home/steam/.config/Epic/FactoryGame/Saved/Config/LinuxServer
drwxr-xr-x 3 steam steam 4096 Nov 15 01:10 /home/steam/.config/Epic/FactoryGame/Saved/SaveGames
drwxr-xr-x 2 steam steam 4096 Nov 15 01:11 /home/steam/.config/Epic/FactoryGame/Saved/SaveGames/server
true that!@
find /home/steam/.config/Epic -user root
that implies that at least one time the server was run by (or that file was edited by) root.
(this is why the general rule of thumb is to not log in as root interactively unless absolutely necessary (: )
all better now though! Sorry the work was lost but that should not recur now
Its ok, my fault, and now I know better!
yay for learnings!
Thanks again for all the help!
sure thing
Maybe just add it to the game saves portion of the wiki so dummies like me atleast get the ownership thought in our heads 😛
yeah permissions get everyone from time to time
Eh.. this is a trap even for non dummies. But the wiki is community driven (with some contributions from us). Anyone can add this.
AH, I may do so then!
I bet my buddies are going to join later and be so mad at me....lol
If you, thank you for contributing to the wiki!
And there is the first autosave....
Quick extra question, if i port forward for example port 10000. Do i need to portforward only 10000 or 10000 - 10001? And another quick question. If i set ports do i need to leave a port between them? like 10000 then 10002 etc..?
also I would suggest using the default ports unless you have a Really Good Reason not to
yeah but all ports are reset here
and bear in mind that not all of the ports can be redirected freely
what does this mean exactly?
I wouldnt change ports server side EVER
If you want, do port translation on the router
And even then the server may not understand.
that won't work at present because of the say the connection handshake works
i've set -Port=9000 -ServerQueryPort=9002 like i said a couple of minutes before
But why lol
just because my portforwarding doesn't get messy bc i need to set more forwarding
and like we have said before it is unwise to do so and -- again -- the Wiki explicitly states that some ports cannot be reset freely
just use the standard ports. it's less prone to difficulty, and you only have to look at the port forwarding rules for as long as it takes you to get them set properly and you never have to look at them again
Thats true and i don't need to add them when starting the server
besides, UDP 9000-9002 are already claimed by other servies
And how to you know? is there a website for that or do you just know out of experience
one place you can look is the Wikipedia article entitled 'List_of_TCP_and_UDP_port_numbers' but that it neither official nor comprehensive
but also (for instance) I know that NFS uses 9000/UDP when UDPCast is enabled
I mean its easy to check what ports are in use
thx i'll save it for if i need it
sudo netstat -lnpu
that will show you what udp ports are listening and what process is doing it
Doesn't seem to work with me, using ubuntu
interesting, what error are you getting?
you need net-tools package installed for it to work but I feel thats a default package
wait i think i miswrote
so am I
get off my lawn with your new commands
I'm still getting used to systemctl rather than /etc/init.d/servicename
How old if i may ask? Like between 40 -50 or..?
hahaha
netstat has been my go to for many years
same, very same
`SS(8) System Manager's Manual SS(8)
NAME
ss - another utility to investigate sockets`
I still use ifconfig when I know I should learn the various permutations of ip. ss was convenient because it uses the same parameters as netstat when I want to use it for what I used to use netstat for
cool a solution in search of a problem
hmm if ss uses the same switches I might get used to it
its shorter for sure
that's the other thing that sold me (:
well fine
why does the state say like UNCONN(ected i guess)?
that's exactly what that means.
but thats only for "recv-Q" and "Send-Q" i guess?
once something connects to the port it will show ESTAB
that screen shot above was from my server after I had connected and had been walking around for a few seconds. the only visible indicator on the ss output that I'd connected was the nonzero indicator for port 7777's receive queue
interesting...the example the person used on stack exchange was with netcat so that could be different I suppose
that was opening a socket, not a data stream, if you're looking at the same page I am
that is in point of fact the one I was looking at (:
Guys still here? If your server is on your same network you need to use 0.0.0.0 right? Because my server doesn't seem to be online since i use default gates?
I dont understand the question
0.0.0.0 is a representation meaning 'all IPv4 addresses`
to connect to the server you just use the IP of the computer hosting it
go to #screenshots and vote for which alt recipe i should use please
I don't think this is the right chat, please preserve this chat for people who need it
looks like you moved ports around on the server
oh nvm
hmm was this working before?
Yes, he's just trying to connect to my wifi server
hmm
for half an hour i keep pressing retry its @brittle prawn server 🙄
Some people seem to say that its because of wifi servers and ethernet doesn't have that problem
i asked someone on the facebook community they told me its because his pc is on wifi and not on cable
How do I update a dedicated server on steamcnd? To match the current version
use the same command as used to install the server; that will fetch an update if one is available
if you no longer have that command, see the wiki
I connected a ethernet cable to my server and he was able to join just fine. Its just because my server is using wifi.
Wifi would only be a problem if your router/wifi does funky stuff with routing or isolating the wifi to it's own subnet
If you are connected via wifi you should be in the same IP address range as a lan conection
It is giving timed out messages to us both
when plugging the cable out i got the same error over and over again
and the server is on my network
So I assume, you, your friend and the server are all on the same network?
I'm on the server network he's on he's network
but is correctly port forwarded
maybe my servers wifi module is just cheaped out af
many cheap routers make the Wifi and Ethernet segments into effectively their own LANs but make it really hard to route between the two
Got ya, so you can't even connect to the local ip address?
Also what is your local ip address and what is your servers ip address? I assume in the same subnet yeah?
if you're both "inside" the router, port forwarding is not part of the equation
sounds like he's inside same network, his friend is outside so port forwarding will be needed
if you can put the server onto Ether, do so and use the -multihome arg to bind the server to only the Ethernet LAN IP and you'll probably be all set
Like i said, if the server was connected with ethernet he connected within like 3 seconds
now it takes ages
With wifi the server gives a connectiontimeout
well stay on Ethernet then
Yeah, just need to order a second one because i used my main cable to test the server
And -multihome makes sure it doesn't use wifi and only ethernet?
use -multihome and the specific LAN IP address of the interface you want the server to bind to
see the Wiki for examples
Yay updates. I see that bug with the lifts and pipes was fixed... Hopefully. XD
Lifts seemed a lot saner when I tested earlier today
I wonder if that systemd script on the wiki will auto update the server before it starts it again when my cronjob triggers a restart of it. 🤔
@quick mist Could the problem be that my wifi and ethernet on my server are set to the same ip address? I mean if my ethernet works? I'm trying to find out how to change it with a command without messing things up because its besides that, just working fine.
so is the multiplayer on player hosted servers stable or is it riddled with bugs? i wanted to give the game a try in coop with 2 friends when update 5 hits early access
Yeah its fine @leaden osprey just minor detail bugs
as long as its nothing game breaking im fine with it
And i'm playing on experimental so the stable build should be more stable
I've had tons of bugs playing on dedi
are there any specifics that dont happen in single player?
the worst id say is desync issues
otherwise ill just wait for 1.0 maybe
You have a host and a client
others stille have the problem then you use a flore hole with a lift. after you delete it. you need to delete the flore hole to use it again because it still have an images of the lift
thats experimental and Loekes isn't speaking about that
well chances are itl be on the real build
if its not fixed beforehand
i guess it just boils down to "can i enjoy this in coop without getting annoyed at bugs all the time"
Loekes experimental and stable are not the same, experimental is something you need to enable yourself
yes i know, thats not what i was asking
i just wanted to know the state of coop through dedi servers on experimental, because were drawing close to release so itl be somewhat representative
Yes, you cannot have two interfaces with the same IP address on the same LAN (without getting really creative). that's called an "IP Address Conflict" and can cause all sorts of networking headaches even if the two interfaces are on the same host.
This is true, and the only way to fix it is to get that second machine off of that IP!
i'll just bind my wifi to a other ip
just host the server on a different ip in the same range
its the least effort
or have your pc set to dynamic i guess
But i knew how to do that when i installed linux because it was easier to me. I never set my network with a command
when you install linux you get some kind of easy gui
I'm getting the same problem, the game crashes to the menu after being connected to the server for about 30 seconds. Something changed with todays updates?
To me the port 7777 is not working, do you have it added to your firewall?
That port is open
I am trying to update and getting "Error! App '1690800' state is 0x606 after update job."
try using sudo
I just tried a 4th time without any other changes and it magically worked lol
but did you use sudo before your command?
No just the "steamcmd +login anonymous +force_install_dir C:\GameServers\SatisfactoryServer +app_update 1690800 validate +quit"
oh nvm i was assuming that you we're running linux, my bad
i'm to deep in linux, i really need a break
0x606 means that SteamCMD cannot write to disk, usually due to a permissions problem (Linux) or files already in use by a running server (Windows)
Is EOSNetDriver something to do with Epic?
if i set a DDNS for my WAN ip i can give that URL to my friends/clients to access the dedicated server on my network right?
Yes, hostnames work fine so long as the IP resolution works
any chance someone could try to loginto my server to test whether the DDNS is working?
Yes. Epic Online Services - deals with the online services integration for Unreal Engine.
@reef lily as long as you forward the ports correctly, it should work.
i used my local machine and the host name and i was able to connect. it wasnt doing that before so i think thats the validation i needed. the ports are all good.
yeah, all the dns name does is resolve your ip. if the ip works, it'll work.
i have epic version. is it possible to connect to my dedicated docker server?
i had the server up and running before just fine but my friend kept needing the new ip and my isp charges for static ips. so learning the DDNS was new for me today but i THINK i got it
are they able to connect to the dns name?
should be.
give it a try 🙂
they're not on right now so im not sure. but i used a different machine on the local network and used the DNS name and it foudn the server
I can't quite figure out how to connect to it
I copied my game save to server
not sure how to use session id
if you've exposed the ports for the docker container to the host then it's a simple matter of connecting to the host ip or hostname (if your network is setup for that). I just used steamcmd on my linux server and didn't need to do anything with session ids. was that on the wiki?
in the epic version I dont seem to have any option to connect via ip
only session id
weird
you connect to dedicated servers via the Server Manager
when I click Join Game, I can join Epic friends or Join via Session ID
I do not have that option
latest version installed from Epic last night
I didn't know epic had a different version. thought they was the same. 😐
maybe I need Experimental?
afaik, dedi servers are part of experimental. don't think they've gone to stable yet.
They have not
@carmine jay i had my firewall turned off on the new router just to be sure the server could get through(even though i didnt have an issue on my previous stock one), i just re-enabled the firewall and the server is still visible via DNS host name on a separate machine from the same local network. just looking for validation that it wouldnt recognize me on the local, even though i searched DNS, and let me in but still cause my friends issues since they'd still be connecting externally. if i can still connect through dns and firewall up, sounds like a non-issue?
um.... yes?
some routers might not let you connect to forwarded things on their wan ip. as long as the ports are forward, it should work. I use pfsense as my router with nat reflection turned on so I can hit my wan ip and get to things from the inside. as I said, as long as the ip works, the dns will too.
you've been very helpful and since my friend isnt around to test it i wanted to ask now before you weren't around for me to ask later . 😛 it seemed like a non issue but iv been very wrong before lol
good morning 😄 maybe someone can help me with an issue with the server:
our server's tickrate seems to be incredibly low, that is, our buildings (e.g. an assembler) takes about 24 seconds to produce a product with an 8 second recipe (100% clockspeed, ofc)
the very same save in singleplayer (even on the same machine) works perfectly fine and the same assembler takes only 8 seconds to assemble the product there.
any ideas?
we of course tried the usual stuff like restarting etc.^^
what are the specs of the computer hosting the server?
what sort of load is it under?
i9-9920x, 128 GB ram, 2080ti
sounds like someone was playing with inis or something
GPU doesn't matter for dedicated servers
true
funny how this was just a topic yesterday or day b4 lol
hmm, not sure how to describe the load. we are through tier 8 and have aobut 20 GW power consumption, if that's something you can use 😄
we're 3 persons, but the behaviour was unchanged when one went to bed
I'm innocent 😮
make sure to keep server fresh with restarts
yep, issue persisted after restarting aswell
..I mean the load of the server
i would guess files arent right .. or someone was playing with ticks tryin to speed stuff up
if you're pushing 20GW of electricity into a server, game performance is the least of your worries
OS?
windows
4.16% would be 100% load on one thread
just adding that here, because 3.8% seems super low at first
so fairly heavily loaded then (the server mainly only uses once core)
yep, in single player the same save on the same machine works well though - or does singleplayer handle ticks that differently in terms of multithreading?
Singleplayer is more multuthreaded than the dedicated server is at present to the best of my understanding
though to be fair a lot of those threads have to do with sound, UI, rendering the visuals, etc.
ticks are handled the same in the game when u play on dedi for it to match and work with the server
that would be my assumption aswell
or simulations and numbers would be borked
the slow working machines are affectnig the productivity display aswell btw, it shows 34% for most machines - despite machiens running all the time
as in, I literally stood next to it for like 20 min and watched while watching a yt vid ^^
that's very bizarre
i would think the server needs verify files .. which means reinstall
this isn't some loopy configuration like a Windows instance inside HyperV running the server inside a Docker container or something, is it?
nope
server is running as regular program 😄
not even inside docker
I can try reinstalling, hang on
good
yeah a fresh reinstall is worth a try I reckon- it can't hurt, that's for certain
the disk the server is installed on isn't hand-knitted Core EEPROMs or something is it? (:
only thing I can think of to look at then, is with the server running and showing this aberrant lack of performance, call up the Task Mangler and look to see if there are any apparent bottlenecks maybe
maybe doublecheck the server's not thrashing swap at the time
reinstallation complete, let me try
what's really weird is - it's more or less precisely 3x slower than expected
could be coincedence of course, but a few days ago we noticed that productivity display would always display 67% despite running all the time
we thought productivity display is just bugged, but if it's the same issue it would be a weird coincedence to run at 2/3 speed and then 1/3 speed few days later
just because of lack of performance
My buddies game crashed and he was in the tractor. Then when he got back in it gave him a new character and his is still in the tractor. Now we cant get the tractor deleted any suggestions?
you could try to use a savegame editor to delete him, e.g. https://satisfactory-calculator.com/en/interactive-map
now after reinstalling it takes 18 seconds for a 12 second recipe
so back to 67% speed I guess
but that's probably coincedence
i would check oc/uc and inis and such
i wasnt joking this topic is literally days old about screwing with the ticks and clocks and u came in with it
so i would wonder if friend was trying stuff out
the guys I play with don't have access to my PC
reinstalling should reset the inis, shouldn't it?
well running out of reasons the server would run modified clock
one thing to check maybe just in case something is screwy with the save: make a brand new session and see if the issue persists?
in single player, it works perfectly fine tho
I suspect in a brand new save it would aswell - nothing that could possibly slow down the tickrate there
almost like server settings differ
sorry but I don't really have many other ideas. Just throwing pasta at the wall to see if anything sticks
😄
make sure everyone uses same network quality setting of max
when I checked, only I was online (5 min ago), I have network set to Ultra
I do have one suggestion, if not a fix idea: upload the save and some logs to the QA site in case the devs can see anything. the more detailed the better
https://questions.satisfactorygame.com/post/6192caac831c85205235e4f2
Already posted the issue here, but just remembered about the discord server 😄
posting save file is a good call though
Did anyone rent a server at nitrado.net? I have an issue there
yesn't, I used to rent a minecraft server there, not a satisfactory server 😄
Their name often comes up in conjunction with "having an issue"
given that, not a name I'm inclined to send my money
😂
nitrado only got big cause they bought all the gamers on utube and such
i just bought a server there, but it goes online/offline all the time.
Whenever i see it online, i try to join and it kicks me out again
what a waste of money
thanks for the help you two btw, "hopefully" some other people have similar issues so it gets more attention 🙂
sounds like an opporunity for a refund or failing that a chargeback
although it doesn't really affect gameplay much, because everything is slowed down - so nothing breaks due to it 😄
yeah, I hope the issue gets solved for you but I"m not hoping to suddenly start having it (:
nitrado hasnt been good for a few years
DId anyone rent a server somewhere else? Which one is the best provider?
I guess your server is running at full speed in a larger save? 😄
for certain values of 'larger' (:
probably better to look at like top 10 game host companies or something where they use stats/specs
I don't have a Tier 8 save un update5 yet or anything
I don't buy/rent "game servers"; I just get a server and I run whatever the heck I want on it. It's a good learning experience if you've never done it
well we kinda "rushed" there for mark 5 belt factories 😄 so not veeery much done yet either
💯
Sounds like nitrado spent all their money on advertisement rather than spending it on the service they were offering lol
@quick mist i do have one, but my computer only has 16gb of ram, and its slowing my pc
and i want my friends to always be able to join my server without my computer being turned on
My server is only rocking 8GB and it's humming along perfectly fine
Renting a server has it's advantages.
that's what hosting services are for, sir or ma'am or other
yea, thats why i try to rent it instead but i guess nitrado aint it
Personally I use Linode but caveat emptor and all
It was pretty easy to set up on a debian box on linode
I literally don't know what that is
I should throw my shell scripts on github
it's a company that sells virtual servers upon which you can run whatever you like, including but not limited to Satisfactory servers
Not the cheapest option but also not terrible.
generally, one gets what one pays for
thats 30$ for 30 days, nah i pass
How much are you currently paying to rent a sever that is never up?
yoo, another german with insomnia 😄
4 then, I'm german aswell 😄
I have visited Germany, and speak a wee bit, does that count? Also I love Bratwurst.
dont forget the almighty lederhosen
bavaria aswell?
Si
I have indeed visited Bavaria on that same trip. Also Austria, Lichtenstein, Switzerland, France, and at one point the train stopped in Italy long enough for me to literally set foot there so I can honestly say I have set foot in Italy.
😂
glad you're whole. Good luck finding a new host!
what did they do?
crap server wasnt working right
ah
not to advertise but I have had good luck using digital ocean, maybe worth a try 🤷♂️
but cheap hosts are a dime a dozen
for price ur willing to pay
like i would get a toronto server cause my net goes direct backbone to toronto's exchange
ah yeah
i live near hospital and research univ
gotcha
I hope the dedicated server application can get a bit of multithreading optimization somewhere down the developmental line. I've got mine running on a Xeon and it essentially just eats up a single CPU core, and the Xeons don't have the fastest single threaded performance so as my factory gets larger I'm a bit worried it'll overrun it.
its in the works
